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=-strength&page=14
https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-strength&page=15", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-strength&page=13", "results": [ { "slug": "ngobou", "desc": "_This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth._ \n_**Hatred of Elephants.**_ Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephants’ scent are sufficient to trigger an ngobou’s rage. \n_**Poor Beasts of War.**_ Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals; their behavior is too erratic, especially if elephants are nearby or have been in the area recently. \n_**Trample Crops.**_ Ngobou herds can smash entire crops flat in minutes—and their horns can tear through a herd of goats or cattle in little time as well.", "name": "Ngobou", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 40 }, "strength": 20, "dexterity": 9, "constitution": 16, "intelligence": 2, "wisdom": 9, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "6d10" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Trampling Charge", "desc": "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action." }, { "name": "Elephants' Bane", "desc": "The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours." }, { "name": "Spikes", "desc": "A creature that grapples an ngobou takes 9 (2d8) piercing damage." } ], "spell_list": [], "page_no": 115, "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_ngobou/" }, { "slug": "nightgarm", "desc": "_These humanoid creatures work with their lupine mother and their worg and winter wolf brothers and sisters to destroy human and dwarvish settlements. Their howls are songs of vengeance, and their fangs and jaws seem ready to swallow the world._ \n**Champions of the Northern Packs.** Created in a magical ritual performed over a pregnant worg by her packmates, nightgarms are always female and are always loyal followers of Fenris. They are dedicated to harassing servants of the gods, especially the northern gods of the sky, thunder, or wisdom. Their spawn infiltrate settlements to bring them down—treachery that always ends with a massed attack by wolves. \n**Carry Off Plunder.** Nightgarms resemble enormous wolves, but up close their wide mouths, hate-filled eyes, and half-formed fingers give them away as something different from—and much worse than— worgs. They can wield items in their front paws and can walk on their hind limbs when necessary, though they are far swifter on four legs. \n**Impossibly Wide Jaws.** A nightgarm’s jaws can open to swallow corpses, living creatures, and items larger than themselves, a magical trick that happens in a matter of seconds.", "name": "Nightgarm", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 20 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 10, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "radiant; silvered weapons", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "attack_bonus": 8, "damage_dice": "4d10+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spawn Falseman", "desc": "If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a \"falseman,\"this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet." }, { "name": "Quadruped", "desc": "The nightgarm can drop any objects it is holding to run on all fours. When it does so, its speed increases to 40ft." }, { "name": "Distending Maw", "desc": "Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size." }, { "name": "Superstitious", "desc": "A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn." }, { "name": "Innate Spellcasting", "desc": "the nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\n3/day each: darkness, dissonant whispers, hold person\n\n1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)" } ], "spell_list": [], "page_no": 304, "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_nightgarm/" }, { "slug": "ogre-chieftain-corrupted", "desc": "", "name": "Ogre Chieftain, Corrupted", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "splint", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 40 }, "strength": 20, "dexterity": 8, "constitution": 16, "intelligence": 5, "wisdom": 7, "charisma": 8, "strength_save": 8, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": 2, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 8", "languages": "Common, Giant", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The corrupted ogre chieftain makes two melee attacks." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aggressive", "desc": "As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below:" }, { "name": "Mutation", "desc": "1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n\n2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks.\n\n3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate.\n\n4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain's Frightful Presence for the next 24 hours." } ], "spell_list": [], "page_no": 423, "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_ogre-chieftain-corrupted/" }, { "slug": "possessed-pillar", "desc": "_This ancient animal-headed pillar is engraved with weathered symbols from ancient empires._ \n**Animal Headed.** Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist. \n**Hijacked by Cults.** Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings. \n**Weapon Donations.** Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities. \n**Constructed Nature.** A possessed pillar doesn’t require air, food, drink, or sleep.", "name": "Possessed Pillar", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 20 }, "strength": 20, "dexterity": 8, "constitution": 19, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The pillar makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The pillar is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The pillar has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The pillar's weapon attacks are magical." }, { "name": "Steal Weapons", "desc": "The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple." }, { "name": "False Appearance", "desc": "While the pillar remains motionless, it is indistinguishable from a statue or a carved column." } ], "spell_list": [], "page_no": 314, "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_possessed-pillar/" }, { "slug": "ravenala", "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._ \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned. \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.", "name": "Ravenala", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "cold, fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The ravenala makes two slam attacks or two bursting pod attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bursting Pod", "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Lamenting Engulfment", "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ravenala has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns" }, { "name": "Green Walk", "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement." } ], "spell_list": [], "page_no": 321, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenala/" }, { "slug": "redcap", "desc": "_This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth._ \n**Blood-Soaked Caps.** Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood. \n**Compelled to Kill.** Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing. \n**Bandits and Mercenaries.** Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.", "name": "Redcap", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 17, "intelligence": 11, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Sylvan, Undercommon", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The redcap makes two pike attacks and one bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Pike", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clomping Boots", "desc": "The redcap has disadvantage on Dexterity (Stealth) checks." }, { "name": "Red Cap", "desc": "The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust." }, { "name": "Solid Kick", "desc": "The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone." } ], "spell_list": [], "page_no": 325, "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_redcap/" }, { "slug": "rubezahl", "desc": "_Resembling a black-furred stag that walks like a man, this creature has a pair of immense, branching antlers arching above its coldly gleaming eyes. The fur is sleek over most of its body, but becomes shaggy around its goatlike legs. The creature’s hands are tipped with wicked claws, and its legs are goatlike with cloven hooves._ \n_**Assume Mortal Form.**_ Rubezahls are capricious creatures, driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals like travelling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them. \n_**Counting Demons.**_ Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are equally driven to annihilate any mortal bold enough to exploit this weakness.", "name": "Rubezahl", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "17d8+34", "speed": { "walk": 50 }, "strength": 20, "dexterity": 15, "constitution": 14, "intelligence": 11, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "deception": 8, "perception": 5, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, thunder, poison", "condition_immunities": "poisoned, stunned", "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 15", "languages": "Abyssal, Common, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The rubezahl makes one gore attack and two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "3d6" }, { "name": "Gore", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Thunderstrike (Recharge 5-6)", "desc": "The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Counting Compulsion", "desc": "If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again." }, { "name": "False Tongue", "desc": "The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true." }, { "name": "Innate Spellcasting", "desc": "the rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: disguise self (humanoid forms only), fog cloud\n\n3/day each: call lightning, gust of wind, lightning bolt\n\n1/day: control weather" }, { "name": "Sneak Attack (1/turn)", "desc": "The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll." } ], "spell_list": [], "page_no": 80, "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_rubezahl/" }, { "slug": "rust-drake", "desc": "_A motionless rust drake is easily mistaken for a pile of scrap metal._ \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes. \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins. \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.", "name": "Rust Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "19d8+76", "speed": { "walk": 30, "burrow": 5, "fly": 100 }, "strength": 20, "dexterity": 15, "constitution": 19, "intelligence": 12, "wisdom": 8, "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": 5 }, "damage_vulnerabilities": "acid", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and one tail swipe attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.", "attack_bonus": 8, "damage_dice": "3d8" }, { "name": "Tail Swipe", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Vomits Scrap (Recharge 5-6)", "desc": "A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus." }, { "name": "Rust Drake Lockjaw", "desc": "This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 155, "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_rust-drake/" }, { "slug": "salt-golem", "desc": "_A salt golem is a crudely sculpted, roughly humanoid crystalline form that shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step._ \n**Coastal Druids.** These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard. \n**Crystalline and Silent.** A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator. \n**Valuable Remains.** A salt golem stands about eight feet tall and weighs around 1,000 lb. A salt golem’s body is formed from a composite of at least 1,000 lb of rare salts and minerals worth at least 2,500 gp. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Salt Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "11d10+55", "speed": { "walk": 20 }, "strength": 20, "dexterity": 9, "constitution": 20, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 9, "damage_dice": "5d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blinding Salt Spray", "desc": "Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 235, "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_salt-golem/" }, { "slug": "sand-spider", "desc": "_When a sand spider attacks, its two speckled, tan legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a horse. They attack as often in broad daylight as at night._ \n**Drag Prey into Tunnels.** Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death. \n**Spider Packs.** More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and 2 or 3 males. They work together with one sand spider attacking to draw attention, and 2 or 3 others attacking from trapdoors in the opposite direction, behind the skirmish line.", "name": "Sand Spider", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d10+28", "speed": { "walk": 30, "burrow": 20 }, "strength": 20, "dexterity": 17, "constitution": 14, "intelligence": 4, "wisdom": 12, "charisma": 4, "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": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The sand spider makes two attacks with its impaling legs and one bite attack." }, { "name": "Impaling Leg", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.", "attack_bonus": 8, "damage_dice": "2d10" } ], "bonus_actions": null, "reactions": [ { "name": "Trapdoor Ambush", "desc": "When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sand Stealth", "desc": "The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain." }, { "name": "Spider Climb", "desc": "The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Ambusher", "desc": "The sand spider has advantage on attack rolls against surprised targets." } ], "spell_list": [], "page_no": 364, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sand-spider/" }, { "slug": "sandwyrm", "desc": "_While they mimic the bleached bones of a desert creature, the bony adornments atop along their backs are part of their peculiar melding of bone and scale._ \n**Hidden by Sand.** These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface and only the long, jagged bones lining their backs exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the “ribs,” the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away. \n**Torpid and Slow.** Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They’re not above eating carrion if fresh meat isn’t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prety. \n**Peculiar Drakes.** Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal’s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.", "name": "Sandwyrm", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "walk": 20, "burrow": 40 }, "strength": 20, "dexterity": 12, "constitution": 18, "intelligence": 5, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17", "languages": "", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.", "attack_bonus": 8, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spine Trap", "desc": "When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait." } ], "spell_list": [], "page_no": 334, "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_sandwyrm/" }, { "slug": "shadow-beast", "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._ \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed. \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them. \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.", "name": "Shadow Beast", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "", "hit_points": 135, "hit_dice": "18d8+54", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 18, "constitution": 17, "intelligence": 14, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral, Void Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shadow beast makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Shadow Push (Recharge 5-6)", "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Incorporeal Movement", "desc": "The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Innate Spellcasting", "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis" }, { "name": "Magic Resistance", "desc": "The beast has advantage on saving throws against spells and other magical effects." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 345, "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-beast/" }, { "slug": "slow-storm", "desc": "_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._ \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain. \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm. \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack. \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.", "name": "Slow Storm", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 20, "dexterity": 19, "constitution": 22, "intelligence": 11, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": 9, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire", "damage_immunities": "lightning", "condition_immunities": "prone", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13", "languages": "Common, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.", "attack_bonus": 10, "damage_dice": "4d12" }, { "name": "Static Shock (Recharge 5-6)", "desc": "The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Wrack", "desc": "When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity." }, { "name": "Innate Spellcasting", "desc": "the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning" }, { "name": "Storm Form", "desc": "A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind." } ], "spell_list": [], "page_no": 353, "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_slow-storm/" }, { "slug": "star-drake", "desc": "_Twinkling motes of light move around this draconic creature’s body like stars, their reflections twinkling across its metallic scales._ \n**Returned Travelers.** A drake’s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return quite clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake. \n**Mortal Protectors.** Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. Occasionally, they lead extraplanar incursions to make it clear outsiders are unwelcome. \n**Glimmering Lights.** A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb.", "name": "Star Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "18d10+90", "speed": { "walk": 40, "fly": 100 }, "strength": 20, "dexterity": 17, "constitution": 21, "intelligence": 16, "wisdom": 24, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 10, "intelligence_save": 8, "wisdom_save": 12, "charisma_save": 10, "perception": 12, "skills": { "arcana": 8, "history": 8, "insight": 12, "perception": 12, "religion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, unconscious", "senses": "truesight 120 ft., passive Perception 22", "languages": "Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw." }, { "name": "Searing Star (1/Day)", "desc": "Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.", "attack_bonus": 12, "damage_dice": "10d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The drake can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Bite Attack", "desc": "The drake makes one bite attack." }, { "name": "Nova (Costs 2 Actions)", "desc": "The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova." }, { "name": "Pale Sparks", "desc": "The drake casts faerie fire or moonbeam." } ], "special_abilities": [ { "name": "Legendary Resistance (2/day)", "desc": "If the star drake fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The drake has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The drake's weapon attacks are magical." }, { "name": "Nimbus of Stars", "desc": "The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted." }, { "name": "Innate Spellcasting", "desc": "the drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: faerie fire, moonbeam\n\n3/day: plane shift\n\n1/day each: gate, planar binding" } ], "spell_list": [], "page_no": 156, "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_star-drake/" }, { "slug": "vaettir", "desc": "Vættir are ancestral spirits, sometimes protective and helpful but demanding reverence and wrathful when offended. \n**Servants of the Land.** Land vættir dwell in barrows while sea vættir live beneath lakes, rivers, or the sea—both wear ancient mail and carry bronzes axes in withered hands. Servants of the land, they haunt those who disrespect the wild or ancient laws and traditions.Landvættir dwell in barrows while sjövættir reside beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions. \n**Jealous and Wrathful.** A wrathful vættir rises from its mound when its grave goods are stolen (including heirlooms passed on to living descendants) or when they are disrespected (leaving the dragon prow attached to a longship is a common offense, as is failing to make offerings). Vættir jealously guard both honor and treasures, and may be relentless enemies over matters as small as an accidental word or a single coin. \n**Dangerous Helpers.** A vættir’s blue-black skin is stretched taut over its bones and sinews and its lips are drawn back in a cruel grimace. A rarer, bone-white variety exists that cares little for material possessions, instead guarding their honor or a particular patch of land. Both varieties will answer a summons by descendants or nearby villages. The summoned vættir will wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there’s always a price and a vættir’s help is often more than bargained for. \n**Undead Nature.** A vaettir doesn’t require air, food, drink, or sleep.", "name": "Vaettir", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 4, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "truesight 30 ft., darkvision 60 ft., passive Perception 11", "languages": "the languages it knew in life", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The vaettir makes two greataxe attacks or two longbow attacks." }, { "name": "Greataxe", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d12" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" }, { "name": "Corpse Breath (Recharge 5-6)", "desc": "The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds." }, { "name": "Maddening Gaze (1/Day)", "desc": "The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Covetous Bond", "desc": "Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane." }, { "name": "Deathless", "desc": "The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet." }, { "name": "Innate Spellcasting", "desc": "the vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n\n2/day each: gaseous form, hunter's mark\n\n1/day each: enlarge/reduce, phantom steed\n\n1/week each: bestow curse, geas, remove curse" }, { "name": "Sunlight Sensitivity", "desc": "Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 395, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vaettir/" }, { "slug": "vesiculosa", "desc": "_This glittering pool stands among lush and verdant fruiting plants._ \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must. \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.", "name": "Vesiculosa", "size": "Gargantuan", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 203, "hit_dice": "14d20+56", "speed": { "walk": 0, "burrow": 5 }, "strength": 20, "dexterity": 10, "constitution": 19, "intelligence": 2, "wisdom": 14, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "charmed, blinded, deafened, frightened, prone", "senses": "tremorsense 60 ft., passive Perception 16", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed." }, { "name": "Entrap", "desc": "The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target." }, { "name": "Reel", "desc": "Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body." }, { "name": "Engulf", "desc": "The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water." }, { "name": "Rich Sapphire Heartvine", "desc": "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging." }, { "name": "Rootlet Swarms", "desc": "The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours." }, { "name": "Sweet Water", "desc": "The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake." }, { "name": "Verdant", "desc": "The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed." } ], "spell_list": [], "page_no": 399, "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_vesiculosa/" }, { "slug": "vine-troll-skeleton", "desc": "_These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves._ \n**Black Earth Magic.** Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits. \n**Constant Regrowth.** Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless. \n**Bound to a Tree’s Heart.** Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly.", "name": "Vine Troll Skeleton", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d10+42", "speed": { "walk": 30 }, "strength": 20, "dexterity": 12, "constitution": 16, "intelligence": 6, "wisdom": 8, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,", "damage_immunities": "poison", "condition_immunities": "deafened, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "-", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The skeleton makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "3d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed." } ], "spell_list": [], "page_no": 351, "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_vine-troll-skeleton/" }, { "slug": "young-void-dragon", "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._ \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. \n\n## A Void Dragon’s Lair\n\n \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n \n### Regional Effects\n\n \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Young Void Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "hover": true, "walk": 40, "fly": 80 }, "strength": 20, "dexterity": 10, "constitution": 21, "intelligence": 14, "wisdom": 11, "charisma": 19, "strength_save": null, "dexterity_save": 4, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 8, "perception": 8, "skills": { "arcana": 10, "history": 10, "perception": 8, "persuasion": 8, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "charmed, frightened", "senses": "blindsight 30ft, darkvision 120ft, passive Perception 18", "languages": "Common, Draconic, Void Speech", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Gravitic Breath", "desc": "The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon." }, { "name": "Falling damage in the area increases to 1d10 per 10 feet fallen", "desc": "When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively." }, { "name": "Stellar Flare Breath", "desc": "The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Void Twist", "desc": "When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Chill of the Void", "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity." }, { "name": "Void Dweller", "desc": "As ancient void dragon." } ], "spell_list": [], "page_no": 140, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-void-dragon/" }, { "slug": "young-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Young Wind Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 150, "hit_dice": "16d10+62", "speed": { "walk": 40, "fly": 90 }, "strength": 20, "dexterity": 19, "constitution": 18, "intelligence": 14, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": 7, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": 7, "skills": { "perception": 7, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 17", "languages": "Common, Draconic, Primordial", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:\n\nat will: feather fall" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." } ], "spell_list": [], "page_no": 144, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-wind-dragon/" }, { "slug": "aboleth_bf", "desc": "", "name": "Aboleth", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 165, "hit_dice": "", "speed": { "walk": 10, "swim": 40 }, "strength": 20, "dexterity": 8, "constitution": 22, "intelligence": 26, "wisdom": 22, "charisma": 18, "strength_save": 5, "dexterity_save": -1, "constitution_save": 6, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": 4, "perception": 20, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid,Aberrant Resilience", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Deep Speech,telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The aboleth makes three Tentacle or Psychic Bolt attacks. If two Tentacle attacks hit one target, the target must succeed on a DC 16 CON save or contract the _slime pox_ disease (see the Slime Pox trait)." }, { "name": "Tentacle", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage." }, { "name": "Psychic Bolt", "desc": "_Ranged Spell Attack:_ +8 to hit, range 120 ft., one target. _Hit:_ 14 (3d6+4) psychic damage." }, { "name": "Psychic Torrent (Recharge 5-6)", "desc": "The aboleth floods the minds of up to three creatures it can see within 60 feet of it with random and horrific memories from its eons-long life. Each target must make a DC 16 WIS save. On a failure, a creature takes 49 (14d6) psychic damage and is incapacitated until the end of its next turn, as its mind reels from the torrent of images, thoughts, and memories. On a success, a creature takes half the damage and isn't incapacitated." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The aboleth 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 aboleth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The aboleth automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each." }, { "name": "Swim", "desc": "The aboleth swims up to half its speed without provoking opportunity attacks." }, { "name": "Slime Drain (Costs 2 Actions)", "desc": "One creature infected with _slime pox_ within 30 feet of the aboleth takes 10 (3d6) acid damage, and the aboleth regains HP equal to the damage the creature takes." } ], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The aboleth is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Amphibious", "desc": "The aboleth can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the aboleth fails a save, it can choose to succeed instead." }, { "name": "Probing Telepathy", "desc": "If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires." }, { "name": "Slime Pox", "desc": "Characterized by the slimy pustules that erupt across the victim's body, _slime pox_ is a disease that infects creatures attacked by an aboleth or that come into contact with an aboleth's slime. Until the disease is cured, the infected creature can breathe air and water, can't regain HP except when underwater, and takes 6 (1d12) acid damage for every 1 hour it remains outside of water or without moisture applied to its skin. Every 24 hours that elapse, the infected creature must make a DC 16 CHA save. Each time a creature fails this save, it views the infecting aboleth more and more favorably, becoming the aboleth's doting and protective thrall after three failed saves.<br>The successes and failures don't need to be consecutive, but once a creature has acquired three of a kind, it no longer has to make this save, resulting in either the creature becoming a thrall of the aboleth or an autonomous - though infected - creature. _Slime pox_ can be cured only by the heal spell or similar magic." }, { "name": "Slimy Skin", "desc": "The aboleth is coated in an otherworldly mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must succeed on a DC 16 CON save or be infected with _slime pox_ (see the Slime Pox trait)." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_aboleth/" }, { "slug": "ankheg_bf", "desc": "", "name": "Ankheg", "size": "large", "type": "Monstrosity", "subtype": "Animal", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 57, "hit_dice": "", "speed": { "walk": 30, "burrow": 10 }, "strength": 20, "dexterity": 10, "constitution": 12, "intelligence": 1, "wisdom": 12, "charisma": 6, "strength_save": 5, "dexterity_save": 0, "constitution_save": 1, "intelligence_save": -5, "wisdom_save": 1, "charisma_save": -2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid,Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage plus 9 (2d8) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can't Bite another target." }, { "name": "Acid Spray (Recharge 6)", "desc": "The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided it has no creature grappled. Each creature in that line must make a DC 13 DEX save, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [ { "name": "Save for Later", "desc": "The ankheg quickly digs a small hole and stuffs one creature grappled by it into the hole, burying the creature and ending the grapple. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 STR check." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Monstrosity Resilience", "desc": "The ankheg is resistant to exhaustion and to the frightened condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ankheg/" }, { "slug": "ape_bf", "desc": "", "name": "Ape", "size": "medium", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 25, "hit_dice": "", "speed": { "walk": 30, "climb": 30 }, "strength": 20, "dexterity": 14, "constitution": 14, "intelligence": 6, "wisdom": 12, "charisma": 6, "strength_save": 5, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": -2, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "stunned", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The ape makes two Fist attacks. If both Fist attacks hit one Medium or smaller creature, the target is grappled (escape DC 13), and the ape can't grapple another creature." }, { "name": "Fist", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) bludgeoning damage." }, { "name": "Rock", "desc": "_Ranged Weapon Attack:_ +5 to hit, range 25/50 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ape/" }, { "slug": "bear_polar_bf", "desc": "", "name": "Bear, Polar", "size": "large", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "", "speed": { "walk": 40, "swim": 30 }, "strength": 20, "dexterity": 10, "constitution": 16, "intelligence": 2, "wisdom": 12, "charisma": 6, "strength_save": 5, "dexterity_save": 0, "constitution_save": 3, "intelligence_save": -4, "wisdom_save": 1, "charisma_save": -2, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The polar bear makes one Bite attack and one Claws attack. If both attacks hit one creature, the target is grappled (escape DC 15). The bear can grapple only one creature at a time." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 9 (1d8+5) piercing damage." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Smell", "desc": "The bear's Perception is 18 when perceiving by smell." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_bear-polar/" }, { "slug": "bearded_devil_bf", "desc": "", "name": "Bearded Devil", "size": "medium", "type": "Fiend", "subtype": "Devil", "group": "Devils", "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 63, "hit_dice": "", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": 5, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": -1, "wisdom_save": 2, "charisma_save": 0, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Devilish Resilience", "damage_immunities": "Devilish Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Infernal,telepathy 120 ft.", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two Beard Spines attacks and one Glaive attack." }, { "name": "Beard Spines", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4+3) piercing damage, and the target must succeed on a DC 13 CON save or be poisoned for 1 minute. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Glaive", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 10 ft., one target. _Hit:_ 8 (1d10+3) slashing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 13 CON save or lose 3 (1d6) HP at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 10 WIS (Medicine) check. The wound also closes if the target receives magical healing, provided the target is capable of regaining HP." } ], "bonus_actions": [ { "name": "Enhance Pain", "desc": "The bearded devil enhances the pain in one creature it can see within 30 feet of it that is poisoned from the devil's Beard Spines attack or suffering an infernal wound from the devil's Glaive attack. The target must succeed on a DC 13 CON save or be incapacitated until the end of its next turn, as it doubles over in pain." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Devilish Resilience", "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saves against spells and other magical effects." }, { "name": "Show Mettle", "desc": "While it can see a superior devil, such as a barbed devil, pit fiend, or similar, the bearded devil has advantage on saves against being charmed and frightened." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_bearded-devil/" }, { "slug": "black_pudding_bf", "desc": "", "name": "Black Pudding", "size": "large", "type": "Ooze", "subtype": "", "group": null, "alignment": "", "armor_class": 7, "armor_desc": null, "hit_points": 122, "hit_dice": "", "speed": { "walk": 20, "climb": 20 }, "strength": 20, "dexterity": 4, "constitution": 16, "intelligence": 1, "wisdom": 6, "charisma": 1, "strength_save": 5, "dexterity_save": -3, "constitution_save": 3, "intelligence_save": -5, "wisdom_save": -2, "charisma_save": -5, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Ooze Resilience", "damage_immunities": "acid,lightning,slashing,grappled,Ooze Resilience", "condition_immunities": "", "senses": "keensense 60 ft. (can't sense beyond this radius)", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The black pudding makes two Pseudopod attacks." }, { "name": "Pseudopod", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed." } ], "bonus_actions": [ { "name": "Dampen Light", "desc": "The black pudding dims the light around it. The radius of each light source within 60 feet of it is halved until the start of its next turn. The pudding can't use this action while in sunlight." } ], "reactions": [ { "name": "Split", "desc": "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 HP. Each new pudding has HP equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous", "desc": "The pudding can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Corrosive Form", "desc": "A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through a panel of nonmagical wood or metal in its space that is up to 2 inches thick in 1 round." }, { "name": "Ooze Nature", "desc": "The pudding doesn't require sleep." }, { "name": "Ooze Resilience", "desc": "The pudding is resistant to the restrained condition, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions." }, { "name": "Spider Climb", "desc": "The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_black-pudding/" }, { "slug": "bugbear_bf", "desc": "", "name": "Bugbear", "size": "medium", "type": "Humanoid", "subtype": "", "group": "Goblins", "alignment": "", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 40, "hit_dice": "", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 12, "intelligence": 8, "wisdom": 10, "charisma": 8, "strength_save": 5, "dexterity_save": 2, "constitution_save": 1, "intelligence_save": -1, "wisdom_save": 0, "charisma_save": -1, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Common,Goblin", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Spiked Club", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. A surprised target takes an extra 4 (1d8) piercing damage and must succeed on a DC 13 CON save or be stunned until the end of its next turn." }, { "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 in melee or 7 (1d6+4) piercing damage at range." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Brutal", "desc": "A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_bugbear/" }, { "slug": "clay_golem_bf", "desc": "", "name": "Clay Golem", "size": "large", "type": "Construct", "subtype": "", "group": "Golems", "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 163, "hit_dice": "", "speed": { "walk": 20 }, "strength": 20, "dexterity": 8, "constitution": 18, "intelligence": 2, "wisdom": 8, "charisma": 1, "strength_save": 5, "dexterity_save": -1, "constitution_save": 4, "intelligence_save": -4, "wisdom_save": -1, "charisma_save": -5, "perception": 9, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid,Golem Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes three Slam attacks." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning, piercing, or slashing damage, as determined by Mold Hand. The target must succeed on a DC 16 STR save or suffer an effect based on the type of damage: knocked prone (bludgeoning), pushed up to 10 feet away from the golem (piercing), or its speed is reduced by 10 feet until the end of its next turn (slashing)." }, { "name": "Haste (Recharge 5-6)", "desc": "Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on DEX saves, and can make a Slam attack as a bonus action." } ], "bonus_actions": [ { "name": "Mold Hand", "desc": "The clay golem molds its hand into the shape of a weapon or back into a hand. The golem's Slam attack deals bludgeoning, piercing, or slashing damage, depending on the type of weapon chosen, until the golem uses this bonus action again. For example, a hand shaped like an axe deals slashing damage." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Acid Absorption", "desc": "Whenever the golem is subjected to acid damage, it takes no damage and instead regains HP equal to the acid damage dealt." }, { "name": "Construct Nature", "desc": "The golem doesn't require air, food, drink, or sleep." }, { "name": "Fire Weakness", "desc": "When the clay golem takes fire damage, its body temporarily hardens like baked clay. Until the end of its next turn, the golem's speed is reduced by 10 feet, it can't use Mold Hand, and its AC becomes 18." }, { "name": "Golem Resilience", "desc": "The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_clay-golem/" }, { "slug": "djinni_bf", "desc": "", "name": "Djinni", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "", "speed": { "walk": 30, "fly": 90 }, "strength": 20, "dexterity": 22, "constitution": 22, "intelligence": 14, "wisdom": 24, "charisma": 28, "strength_save": 5, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": 2, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning,thunder", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Auran,Common", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The djinni makes three Scimitar or Storm Bolt attacks." }, { "name": "Scimitar", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 14 (4d6) lightning damage or thunder damage (the djinni's choice)." }, { "name": "Storm Bolt", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage plus 7 (2d6) thunder damage." }, { "name": "Create Air Elemental (1/Day)", "desc": "The djinni magically creates one air-based Elemental of CR 5 or lower in an unoccupied space the djinni can see within 30 feet of it. The elemental acts as an ally of the djinni, obeying its spoken commands. The elemental remains for 1 hour, until the djinni dies, or until the djinni dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The djinni transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Create Whirlwind", "desc": "The djinni creates whirlwinds of air around up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 STR check or be restrained by a whirlwind. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 STR check.<br>While at least one creature is restrained by one of these whirlwinds, the djinni can use this bonus action to move the whirlwind up to 30 feet, and the restrained target moves with it." }, { "name": "Genie Shape", "desc": "The djinni magically transforms into a Medium cloud of sparkling, blue air or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The djinni can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Nebulous (Cloud Form Only)", "desc": "The djinni's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_djinni/" }, { "slug": "earth_elemental_bf", "desc": "", "name": "Earth Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "", "speed": { "walk": 30, "burrow": 30 }, "strength": 20, "dexterity": 8, "constitution": 20, "intelligence": 6, "wisdom": 10, "charisma": 4, "strength_save": 5, "dexterity_save": -1, "constitution_save": 5, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "Elemental Resilience", "damage_immunities": "lightning,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "Terran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes three Slam attacks, or it makes two Lob Stone attacks. If two Slam or Lob Stone attacks hit one creature, the target must succeed on a DC 16 STR save or be knocked prone." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage." }, { "name": "Lob Stone", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Earth Tremor (Recharge 4-6)", "desc": "The earth elemental causes the ground on a point it can see within 30 feet of it to rumble and shake violently. Each creature within 10 feet of that point must succeed on a DC 16 DEX save or be knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Earth Glide", "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material through which it moves." }, { "name": "Earthen Camouflage", "desc": "The elemental's Stealth is 14 while in muddy, rocky, sandy, or stony terrain." }, { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the paralyzed, petrified, poisoned, and unconscious conditions." }, { "name": "Siege Monster", "desc": "The elemental deals double damage to objects and structures." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_earth-elemental/" }, { "slug": "elephant_bf", "desc": "", "name": "Elephant", "size": "huge", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 8, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": 5, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -2, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "prone", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The elephant makes two Gore attacks." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage." }, { "name": "Stomp", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one prone creature. _Hit:_ 14 (2d8+5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Trunk Grab", "desc": "The elephant grabs one Large or smaller creature within 10 feet of it. The target must succeed on a DC 15 STR save or be grappled (escape DC 15). The elephant can grapple only one creature at a time." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Trampling Charge", "desc": "If the elephant moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 15 STR save or be knocked prone. If the target is prone, the elephant can make one Stomp attack against it as a bonus action." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_elephant/" }, { "slug": "ettin_bf", "desc": "", "name": "Ettin", "size": "large", "type": "Giant", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 8, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": 5, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -1, "perception": 14, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "Giant Attributes,Multiple Heads", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Giant,Orc", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The ettin makes one Knobbed Club attack and one Spiked Club attack." }, { "name": "Knobbed Club", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage, and the target must succeed on a DC 15 STR save or be incapacitated until the end of its next turn, as the blow knocks the wind out of the target. This weapon is wielded by the right head." }, { "name": "Spiked Club", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) piercing damage, and the target must succeed on a DC 15 CON save or be poisoned for 1 minute, as bits of rotten meat clinging to the club's spikes coat the target's wound. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. This weapon is wielded by the left head." } ], "bonus_actions": [ { "name": "That One!", "desc": "One of the ettin's heads picks a creature the ettin can see within 30 feet of it, gaining advantage on its next attack against that creature. The other head doesn't like being told what to do and has disadvantage on its next attack against that creature. Each weapon attack notes which head controls that weapon." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The ettin is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Multiple Heads", "desc": "The ettin has two heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions." }, { "name": "Obstinate", "desc": "The ettin has advantage on WIS and CHA saves." }, { "name": "Wakeful", "desc": "When one of the ettin's heads is asleep, its other head is awake." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ettin/" }, { "slug": "gorgon_bf", "desc": "", "name": "Gorgon", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 96, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 18, "intelligence": 2, "wisdom": 14, "charisma": 6, "strength_save": 5, "dexterity_save": 0, "constitution_save": 4, "intelligence_save": -4, "wisdom_save": 2, "charisma_save": -2, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "poison,petrified,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Petrifying Breath (Recharge 5-6)", "desc": "The gorgon exhales poisonous, petrifying gas in a 30-foot cone. Creatures in the area must make a DC 13 CON save. On a failure, a creature takes 21 (6d6) poison damage and is restrained as it begins to turn to stone. On a success, a creature takes half the damage and isn't restrained. A restrained creature must repeat the save at the end of its next turn. On a success, the effect ends on the creature. On a failure, the creature is petrified until freed by the greater restoration spell or other magic." }, { "name": "Multiattack", "desc": "The gorgon makes one Gore attack and one Hooves attack." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (2d12+5) piercing damage." }, { "name": "Hooves", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) bludgeoning damage." } ], "bonus_actions": [], "reactions": [ { "name": "Poisonous Retort", "desc": "When the gorgon is hit by an attack from a creature it can see within 10 feet of it, the gorgon can snort angrily, releasing a puff of poisonous gas at the creature. The attacker must succeed on a DC 16 CON save or be poisoned until the end of its next turn." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Monstrosity Resilience", "desc": "The gorgon is resistant to exhaustion and to the frightened condition." }, { "name": "Trampling Charge", "desc": "If the gorgon moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 STR save or be knocked prone. If the target is prone, the gorgon can make one Hooves attack against it as a bonus action." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_gorgon/" }, { "slug": "hell_hound_bf", "desc": "", "name": "Hell Hound", "size": "medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "", "speed": { "walk": 50 }, "strength": 20, "dexterity": 12, "constitution": 14, "intelligence": 6, "wisdom": 16, "charisma": 6, "strength_save": 5, "dexterity_save": 1, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -2, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire,charmed,frightened", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands Infernal but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The hell hound makes two Bite attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 7 (2d6) fire damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The hound exhales fire in a 15foot cone. Each creature in that area must make a DC 13 DEX save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Pack Tactics", "desc": "The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Prey Sense", "desc": "The hound can pinpoint, by scent, the location of Medium and smaller creatures within 30 feet of it." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hell-hound/" }, { "slug": "hill_giant_bf", "desc": "", "name": "Hill Giant", "size": "huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "", "armor_class": 12, "armor_desc": "hide armor", "hit_points": 126, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 24, "intelligence": 4, "wisdom": 8, "charisma": 6, "strength_save": 5, "dexterity_save": 0, "constitution_save": 7, "intelligence_save": -3, "wisdom_save": -1, "charisma_save": -2, "perception": 12, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "poison,poisoned,Giant Attributes", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two Spiked Tree Branch or Rotten Snack attacks." }, { "name": "Spiked Tree Branch", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage plus 5 (2d4) piercing damage." }, { "name": "Rotten Snack", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 60/240 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 CON save or be poisoned until the end of its next turn." } ], "bonus_actions": [ { "name": "Body Bounce", "desc": "The hill giant bumps its stomach, hip, shoulder, knee, or other part of its body into a creature within 10 feet of it. The target must succeed on a DC 16 STR save or be pushed up to 10 feet away from the giant and knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The hill giant is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Show of Might", "desc": "The hill giant can use STR instead of CHA when making CHA (Intimidation) checks." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hill-giant/" }, { "slug": "hydra_bf", "desc": "", "name": "Hydra", "size": "huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 166, "hit_dice": "", "speed": { "walk": 30, "swim": 30 }, "strength": 20, "dexterity": 12, "constitution": 20, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": 5, "dexterity_save": 1, "constitution_save": 5, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -2, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Multiple Heads", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hydra makes as many Bite attacks as it has heads." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 10 (1d10+5) piercing damage." }, { "name": "Noxious Breath (Recharge Special)", "desc": "The hydra exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 16 CON save, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. While the hydra has five or more heads, this action has a recharge of 6. The recharge range increases for each head the hydra has below five. For example, a hydra that starts its turn with two heads can recharge this feature on a 3, 4, 5, or 6." } ], "bonus_actions": [ { "name": "Bloody Burst (Has Fewer Than Five Heads)", "desc": "The hydra squeezes the stumps of its severed heads, spraying blood and gore. Each creature within 5 feet of the hydra must succeed on a DC 16 CON save or be incapacitated until the end of its next turn and poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hold Breath", "desc": "The hydra can hold its breath for 1 hour." }, { "name": "Multiple Heads", "desc": "The hydra has five heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions.<br>Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 HP for each head regrown in this way." }, { "name": "Reactive Heads", "desc": "For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks." }, { "name": "Wakeful", "desc": "While the hydra sleeps, at least one of its heads is awake." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hydra/" }, { "slug": "ice_devil_bf", "desc": "", "name": "Ice Devil", "size": "large", "type": "Fiend", "subtype": "Devil", "group": "Devils", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 193, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 24, "constitution": 28, "intelligence": 18, "wisdom": 24, "charisma": 28, "strength_save": 5, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": 4, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "blinded,Devilish Resilience", "damage_immunities": "cold,Devilish Resilience", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Infernal,telepathy 120 ft.", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two Claw attacks and one Tail attack, or it makes three Icicle Shard attacks." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 18 (4d8) cold damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage plus 18 (4d8) cold damage." }, { "name": "Icicle Shard", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 13 (2d8+4) piercing damage plus 18 (4d8) cold damage." } ], "bonus_actions": [ { "name": "Ice Wall", "desc": "The ice devil causes a wall of ice to magically rise from the ground at a point it can see within 60 feet of it. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side (the devil's choice). If a creature would be surrounded on all sides by the wall, it can make a DC 17 DEX save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br>The wall lasts 1 minute, until the devil creates a new wall, or until the devil dies. Each 10-foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage." } ], "reactions": [ { "name": "Ice Shield", "desc": "When the ice devil or a friendly creature it can see is hit by an attack, the devil can create a magical barrier of ice to disrupt the attack. The target halves the damage from the attack." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Devilish Resilience", "desc": "The devil is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saves against spells and other magical effects." }, { "name": "Snow Walk", "desc": "The devil can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ice-devil/" }, { "slug": "nalfeshnee_bf", "desc": "", "name": "Nalfeshnee", "size": "large", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 196, "hit_dice": "", "speed": { "walk": 20, "fly": 30 }, "strength": 20, "dexterity": 10, "constitution": 32, "intelligence": 26, "wisdom": 22, "charisma": 24, "strength_save": 5, "dexterity_save": 0, "constitution_save": 11, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": 7, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience", "damage_immunities": "Demonic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "Abyssal,telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The nalfeshnee makes one Bite attack, one Gore attack, and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 28 (4d8+5) piercing damage. If this attack hits a frightened creature, the nalfeshnee regains HP equal to half the damage dealt." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 19 (4d6+5) slashing damage." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) piercing damage, and the target must succeed on a DC 16 STR save or be knocked prone." } ], "bonus_actions": [ { "name": "Teleport", "desc": "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see." } ], "reactions": [ { "name": "Sudden Feast", "desc": "When a creature the nalfeshnee can see within 20 feet of it is reduced to 0 HP or dies, the nalfeshnee can move up to its speed toward the creature without provoking opportunity attacks then feast on the creature, if it moves to within 5 feet of the creature. The nalfeshnee regains HP equal to twice the creature's CR or class level, and the creature has disadvantage on the next death save it makes, if it is making death saves." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Demonic Resilience", "desc": "The nalfeshnee is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Horrific Nimbus", "desc": "The nalfeshnee magically emits scintillating, multicolored light that disorients and frightens mortals. Each creature that isn't an Aberration, Celestial, or Fiend and that starts its turn within 15 feet of the nalfeshnee must succeed on a DC 16 WIS save or be frightened until the start of its next turn. A creature that fails the save by 5 or more must take the Dash action on its turn and move away from the nalfeshnee by the safest available route, unless there is nowhere to move." }, { "name": "Magic Resistance", "desc": "The nalfeshnee has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_nalfeshnee/" }, { "slug": "owlbear_bf", "desc": "", "name": "Owlbear", "size": "large", "type": "Monstrosity", "subtype": "Animal", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 80, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 12, "constitution": 16, "intelligence": 2, "wisdom": 12, "charisma": 6, "strength_save": 5, "dexterity_save": 1, "constitution_save": 3, "intelligence_save": -4, "wisdom_save": 1, "charisma_save": -2, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The owlbear makes one Beak attack and one Claws attack. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15)." }, { "name": "Beak", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 10 (1d10+5) piercing damage." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage." }, { "name": "Vicious Bound (44 HP or Fewer)", "desc": "The owlbear roars and barrels through creatures. It moves up to 20 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 15 STR save. On a failure, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." } ], "bonus_actions": [ { "name": "Rend", "desc": "The owlbear violently wrenches a Medium or smaller creature it is currently grappling. The target must make a DC 15 STR save, taking 9 (2d8) slashing damage on a failed save, or half as much damage on a successful one." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Glide", "desc": "The owlbear has long, sturdy feathers along its forelimbs and sides that expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The owlbear can't gain height with its gliding feathers alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther." }, { "name": "Heightened Sight and Smell", "desc": "The owlbear's Perception is 18 when perceiving by sight or smell." }, { "name": "Monstrosity Resilience", "desc": "The owlbear is resistant to exhaustion and to the frightened condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_owlbear/" }, { "slug": "rhinoceros_bf", "desc": "", "name": "Rhinoceros", "size": "large", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 63, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 8, "constitution": 14, "intelligence": 2, "wisdom": 12, "charisma": 6, "strength_save": 5, "dexterity_save": -1, "constitution_save": 2, "intelligence_save": -4, "wisdom_save": 1, "charisma_save": -2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,stunned", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The rhinoceros makes two Gore attacks." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Quaking Stomp", "desc": "The rhinoceros rears up and slams its forefeet on the ground, shaking the area. Each creature within 10 feet of the rhinoceros must succeed on a DC 15 DEX save or be knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Charge", "desc": "If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 STR save or be pushed up to 10 feet away from the rhinoceros and knocked prone." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_rhinoceros/" }, { "slug": "sila_bf", "desc": "", "name": "Sila", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "", "speed": { "walk": 30, "fly": 60, "swim": 90 }, "strength": 20, "dexterity": 22, "constitution": 22, "intelligence": 24, "wisdom": 14, "charisma": 28, "strength_save": 5, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": 7, "wisdom_save": 2, "charisma_save": 9, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid,cold", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Aquan,Common", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The sila makes four Cold-Infused Jambiya or Water Burst attacks. If two Water Burst attacks hit one creature, the target must succeed on a DC 17 STR save or be pushed up to 15 feet away from the sila." }, { "name": "Cold-Infused Jambiya", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage plus 5 (2d4) cold damage." }, { "name": "Water Burst", "desc": "_Ranged Spell Attack:_ +9 to hit, range 60 ft., one target. _Hit:_ 19 (4d6+5) bludgeoning damage." }, { "name": "Create Water Elemental (1/Day)", "desc": "The sila magically creates one water-based Elemental of CR 5 or lower in an unoccupied space the sila can see within 30 feet of it. The elemental acts as an ally of the sila, obeying its spoken commands. The elemental remains for 1 hour, until the sila dies, or until the sila dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The sila transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Clouded Eyes", "desc": "The sila condenses the air or water around the head or eyes of up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 DEX save or be blinded until the end of its next turn." }, { "name": "Genie Shape", "desc": "The sila magically transforms into a Medium cloud of thick mist that leaves droplets of water on everything it touches or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The sila can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The sila can breathe air and water." }, { "name": "Fluid Body (Bipedal Form Only)", "desc": "The sila can move through the space of any creature, regardless of size, and a creature of any size can move through a sila's space. In addition, the sila can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Nebulous (Cloud Form Only)", "desc": "The sila's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air or water can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_sila/" }, { "slug": "stone_golem_bf", "desc": "", "name": "Stone Golem", "size": "large", "type": "Construct", "subtype": "", "group": "Golems", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 176, "hit_dice": "", "speed": { "walk": 30 }, "strength": 20, "dexterity": 8, "constitution": 28, "intelligence": 2, "wisdom": 10, "charisma": 1, "strength_save": 5, "dexterity_save": -1, "constitution_save": 9, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -5, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "Golem Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes three Slam attacks." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage." }, { "name": "Slow (Recharge 6)", "desc": "The golem shares the plodding perception of timeless stone with those nearby, slowing all life to a crawl. Each creature within 10 feet of the golem must make a DC 17 WIS save. On a failure, a creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Rearrange Stone", "desc": "The stone golem rearranges some of the stone comprising its body, choosing one of the following arrangements. The arrangement lasts until the golem ends the effect as a bonus action, uses this bonus action again, or until it is incapacitated.\n- **Jagged Stones.** The golem turns several of the stones on its body to point outward. Its AC is reduced by 2, and each time a creature within 5 feet of the golem hits it with a melee attack, the attacker takes 5 (2d4) piercing damage.\n- **Protective Slabs.** The golem slides several flat stones around its body to protect its vulnerable areas. Its speed is reduced by 10 feet, and each time it takes damage, the damage is reduced by 5 (2d4)." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The golem doesn't require air, food, drink, or sleep." }, { "name": "Golem Resilience", "desc": "The golem is immune to poison and psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_stone-golem/" }, { "slug": "veteran_bf", "desc": "", "name": "Veteran", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 68, "hit_dice": "", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 10, "strength_save": 5, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": 0, "wisdom_save": 0, "charisma_save": 0, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Common plus any one language", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The veteran makes two Longsword attacks and two Shortsword attacks, or it makes three Longsword attacks." }, { "name": "Longsword", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands." }, { "name": "Shortsword", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage." }, { "name": "Heavy Crossbow", "desc": "_Ranged Weapon Attack:_ +4 to hit, range 100/400 ft., one target. _Hit:_ 7 (1d10+2) piercing damage." } ], "bonus_actions": [ { "name": "Shoulder", "desc": "The veteran shoves a creature it can see within 5 feet of it. The target must succeed on a DC 13 STR save or be knocked prone." } ], "reactions": [ { "name": "Parry", "desc": "The veteran adds 2 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_veteran/" }, { "slug": "werebear_bf", "desc": "", "name": "Werebear", "size": "medium", "type": "Humanoid", "subtype": "Lycanthrope", "group": "Lycanthropes", "alignment": "", "armor_class": 10, "armor_desc": "n humanoid form, 11 (natural armor) in bear and hybrid for", "hit_points": 126, "hit_dice": "", "speed": { "walk": 30, "climb": 30 }, "strength": 20, "dexterity": 10, "constitution": 16, "intelligence": 10, "wisdom": 18, "charisma": 12, "strength_save": 5, "dexterity_save": 0, "constitution_save": 3, "intelligence_save": 0, "wisdom_save": 4, "charisma_save": 1, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Common (can't speak in bear form)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The werebear makes three Claw or Greataxe attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form. If two Claw attacks hit one creature, the target is grappled (escape DC 15). The werebear can grapple only one creature at a time." }, { "name": "Bite (Bear or Hybrid Form Only)", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 CON save or be cursed with the werebear lycanthropy curse (see Curse of Lycanthropy sidebar)." }, { "name": "Claw (Bear or Hybrid Form Only)", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage." }, { "name": "Greataxe (Humanoid or Hybrid Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit:_ 11 (1d12+5) slashing damage." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The werebear transforms into a Medum or Large bear, a Large bear-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Pin", "desc": "One creature grappled by the werebear is knocked prone, and it is restrained until the grapple ends." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Smell", "desc": "The werebear's Perception is 19 when perceiving by smell." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_werebear/" }, { "slug": "wereboar_bf", "desc": "", "name": "Wereboar", "size": "medium", "type": "Humanoid", "subtype": "Lycanthrope", "group": "Lycanthropes", "alignment": "", "armor_class": 10, "armor_desc": "n humanoid form, 11 (natural armor) in boar or hybrid for", "hit_points": 100, "hit_dice": "", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 8, "strength_save": 5, "dexterity_save": 0, "constitution_save": 2, "intelligence_save": 0, "wisdom_save": 0, "charisma_save": -1, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Common (can't speak in boar form)", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack (Humanoid or Hybrid Form Only)", "desc": "The wereboar makes three Maul or Slam attacks. It can replace one attack with a Tusks attack, provided it is in the appropriate form. If two Maul or Slam attacks hit one creature, the target must succeed on a DC 13 STR save or be knocked prone." }, { "name": "Maul (Humanoid or Hybrid Form Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage." }, { "name": "Slam (Boar or Hybrid Form Only)", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage." }, { "name": "Tusks (Boar or Hybrid Form Only)", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage. If the target is a Humanoid, it must succeed on a DC 12 CON save or be cursed with the wereboar lycanthropy curse (see Curse of Lycanthropy sidebar)." } ], "bonus_actions": [ { "name": "Challenging Snort (Boar or Hybrid Form Only)", "desc": "The wereboar snorts and stomps its feet at a creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn and have disadvantage on the next save it makes against being knocked prone by the wereboar." }, { "name": "Change Shape", "desc": "The wereboar transforms into a Medum or Large boar, a Medium boar-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Charge (Boar or Hybrid Form Only)", "desc": "If the wereboar moves at least 15 feet straight toward a target and then hits it with a Slam or Tusks attack on the same turn, the target takes an extra 7 (2d6) damage of the weapon's type. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone." }, { "name": "Relentless (Recharges after a Short or Long Rest)", "desc": "If the wereboar takes 14 damage or less that would reduce it to 0 HP, it is reduced to 1 HP instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_wereboar/" }, { "slug": "young_black_dragon_bf", "desc": "", "name": "Young Black Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 20, "dexterity": 20, "constitution": 22, "intelligence": 12, "wisdom": 18, "charisma": 20, "strength_save": 5, "dexterity_save": 5, "constitution_save": 6, "intelligence_save": 1, "wisdom_save": 4, "charisma_save": 5, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid,poisoned", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The dragon exhales acid in a 3-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (11d8) 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": "Acidic Vapors", "desc": "After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or be poisoned until the start of its next turn." }, { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_young-black-dragon/" }, { "slug": "young_blue_dragon_bf", "desc": "", "name": "Young Blue Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "", "speed": { "walk": 40, "burrow": 20, "fly": 80 }, "strength": 20, "dexterity": 18, "constitution": 26, "intelligence": 14, "wisdom": 20, "charisma": 24, "strength_save": 5, "dexterity_save": 4, "constitution_save": 8, "intelligence_save": 2, "wisdom_save": 5, "charisma_save": 7, "perception": 19, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 DEX save, taking 55 (10d10) lightning 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": "Charged Hide", "desc": "When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 16 CON save or be incapacitated until the start of its next turn." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_young-blue-dragon/" }, { "slug": "young_bronze_dragon_bf", "desc": "", "name": "Young Bronze Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 148, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 20, "dexterity": 16, "constitution": 24, "intelligence": 14, "wisdom": 18, "charisma": 22, "strength_save": 5, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": 2, "wisdom_save": 4, "charisma_save": 6, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one." }, { "name": "Repulsion Breath (Recharge 6)", "desc": "The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 STR save or be pushed up to 15 feet away from the dragon." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Lightning Extraction", "desc": "After the bronze dragon uses its Lightning Breath, its body begins recharging with lightning, pulling electricity from nearby creatures. While the dragon's Lightning Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must make a DC 15 CON save. On a failure, a creature can use either an action or a bonus action on its turn, not both." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_young-bronze-dragon/" }, { "slug": "abbanith-giant", "desc": "This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws._ \n**Ancient Giants of the Deep.** Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor. \n**Consummate Diggers.** Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature. \n**Allies of the Earth.** For as long as either race can remember, abbanith giants have been allies of the Open Game License", "name": "Abbanith Giant", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d10+27", "speed": { "burrow": 30, "walk": 40 }, "strength": 20, "dexterity": 9, "constitution": 17, "intelligence": 10, "wisdom": 13, "charisma": 11, "strength_save": 7, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "tremorsense 120 ft., passive Perception 11", "languages": "Giant, Terran", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The abbanith giant makes two thumb claw attacks." }, { "name": "Thumb Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": [ { "name": "Earth Counter (Recharge 6)", "desc": "When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "One with the Earth", "desc": "The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone." }, { "name": "Siege Monster", "desc": "The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone." } ], "spell_list": [], "page_no": 170, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_abbanith-giant/" }, { "slug": "ahu-nixta-cataphract", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Cataphract", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "clockwork armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 20, "dexterity": 8, "constitution": 14, "intelligence": 19, "wisdom": 13, "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 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice." }, { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Pronged Scepter", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bashing Rod", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Arcane Cannon", "desc": "Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action." }, { "name": "Immutable Form", "desc": "The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis" } ], "spell_list": [], "page_no": 9, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ahu-nixta-cataphract/" }, { "slug": "anzu", "desc": "A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers._ \n**Territorial.** Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade. \n**Elemental Birthright.** Offspring of a wind god or primordial wind spirit, anzu are the personification of the south wind, lightning, and the driving monsoon. Uniquely tied to the elements of fire, water, and wind, they react poorly to weather-altering magic.", "name": "Anzu", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "fly": 80, "walk": 40 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 7, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Common, Primordial", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The anzu makes three attacks: one with its bite and two with its talons." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Talons", "desc": "Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The anzu uses one of the following breath weapons: \n* Fire Breath. The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n* Water Breath. The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn't pushed or knocked prone." }, { "name": "Lightning Relocation", "desc": "The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu's starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The anzu has advantage on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 26, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_anzu/" } ] }{ "count": 3207, "next": "