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=51
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-strength&page=52", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-strength&page=50", "results": [ { "slug": "crimsondrake-tob1-2023", "desc": "False", "name": "Crimson Drake", "size": "Tiny", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d4 + 20", "speed": { "walk": 80, "fly": 15 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 8, "wisdom": 9, "charisma": 14, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Acrobatics": 4, "Perception": 1 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Draconic", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The crimson drake makes one Bite attack and one Stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage." }, { "name": "Stinger", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns while poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Fire Breath (Recharge 6)", "desc": "The drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Familiar", "desc": "The drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within 10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for any reason, the drake can end its service as a familiar, ending the telepathic bond." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The drake has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 141, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_crimson-drake/" }, { "slug": "devilboundgnome-tob1-2023", "desc": "False", "name": "Devilbound Gnome", "size": "Small", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Any Evil", "armor_class": 17, "armor_desc": "Infernal Blessing", "hit_points": 104, "hit_dice": "19d6 + 38", "speed": { "walk": 25 }, "strength": 10, "dexterity": 14, "constitution": 15, "intelligence": 16, "wisdom": 12, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 7, "wisdom_save": null, "charisma_save": 9, "perception": 11, "skills": { "Arcana": 7, "Deception": 9, "History": 7, "Persuasion": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons", "damage_immunities": "False", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Infernal, Gnomish", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Hellish Blast", "desc": "Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 12 (2d6 + 5) fire damage plus 9 (2d8) poison damage." }, { "name": "Hell's Servitors (1/Day)", "desc": "The devilbound gnome magically calls 1d4 devils with a challenge rating of 4 or lower, or it calls 1 devil with a challenge rating of 6 or lower. The called Fiends arrive in 1d4 rounds, acting as allies of the gnome and obeying its spoken commands. The Fiends remain for 1 hour, until the gnome dies, or until the gnome dismisses them as a bonus action." }, { "name": "To Hell and Back (1/Day)", "desc": "The devilbound gnome sends one creature it can see within 60 feet of it hurling through Hell. The target must make a DC 17 Wisdom saving throw. On a success, the target takes 35 (10d6) fire damage as Hell pulls on the creature. On a failure, the target is incapacitated and disappears, as it takes a quick trip through the nightmarish landscapes of Hell. At the end of the gnome's next turn, the target reappears in the space it previously occupied, or the nearest unoccupied space, and takes 55 (10d10) psychic damage." }, { "name": "Spellcasting", "desc": "The devilbound gnome casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect magic, minor illusion, prestidigitation\n3/day each: command, dimension door, invisibility\n1/day each: fly, haste, wall of fire" } ], "bonus_actions": [], "reactions": [ { "name": "Fiendish Sacrifice", "desc": "When the devilbound gnome is reduced to 0 hp, it can sacrifice a Fiend called with the Hell's Servitor's action or sacrifice its bonded imp, preventing the damage and killing the chosen Fiend. If the gnome sacrifices its bonded imp, it loses its Infernal Blessing and Infernal Bond traits until it receives a new imp from its patron devil." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Infernal Blessing", "desc": "While the devilbound gnome is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, magical darkness doesn't impede the gnome's darkvision." }, { "name": "Infernal Bond", "desc": "The devilbound gnome is magically bound to an imp. The imp acts as an ally of the gnome's, obeying its spoken commands. The gnome can perceive through the imp's senses, speak through its mouth, and communicate with it telepathically even if the two aren't on the same plane of existence." }, { "name": "Magic Resistance", "desc": "The devilbound gnome has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 408, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_devilbound-gnome/" }, { "slug": "duskthorndryad-tob1-2023", "desc": "False", "name": "Duskthorn Dryad", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "14d8 + 14", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 24, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 14, "skills": { "Animal Handling": 4, "Deception": 9, "Nature": 6, "Perception": 4, "Persuasion": 9, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan, Umbral", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The duskthorn dryad makes two Thorned Slam or Thorn attacks." }, { "name": "Thorned Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage." }, { "name": "Thorn", "desc": "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 10 (2d4 + 5) piercing damage." }, { "name": "Children of the Forest (1/Day)", "desc": "The dryad magically calls 1d4 boars, constrictor snakes, or wolves, or it calls 1 child of the briar. The called creatures arrive in 1d4 rounds, acting as allies of the dryad and obeying her spoken commands. The creatures remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action." }, { "name": "Spellcasting", "desc": "The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: druidcraft\n3/day each: charm person, entangle, invisibility\n1/day each: barkskin, spike growth, suggestion" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The dryad has advantage on saving throws against spells and other magical effects." }, { "name": "Speak with Beasts and Plants", "desc": "The dryad can communicate with beasts and plants as if they shared a language." }, { "name": "Tree Stride", "desc": "Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." } ], "spell_list": [], "page_no": 150, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_duskthorn-dryad/" }, { "slug": "dwarvenringmage-tob1-2023", "desc": "False", "name": "Dwarven Ringmage", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Any Alignment", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 136, "hit_dice": "21d8 + 42", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 15, "intelligence": 18, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 7, "wisdom_save": 4, "charisma_save": null, "perception": 11, "skills": { "Arcana": 7, "History": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "poison", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Dwarvish", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Ring Staff", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the ringmage's choice)." }, { "name": "Ring Magic", "desc": "The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:" }, { "name": "Spellcasting", "desc": "The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: color spray, mage hand, true strike\n3/day each: expeditious retreat, fly, haste\n1/day each: greater invisibility, wall of stone" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Dwarven Resilience", "desc": "The dwarven ringmage has advantage on saving throws against poison." } ], "spell_list": [], "page_no": 409, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_dwarven-ringmage/" }, { "slug": "eala-tob1-2023", "desc": "False", "name": "Eala", "size": "Small", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 40, "hit_dice": "9d6 + 9", "speed": { "walk": 60, "fly": 10 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 2, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The eala makes two Wing Blades attacks." }, { "name": "Wing Blades", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The eala breathes fire in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The eala's fire breath ignites flammable objects and melts soft metals, such as gold and lead, in the area that aren't being worn or carried." } ], "bonus_actions": [], "reactions": [ { "name": "Swan Song", "desc": "When the eala is reduced to 0 hp, it can use its last breath to sing a plaintive and beautiful melody. Each creature within 20 feet of it that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated until the end of its next turn. While incapacitated, the creature's speed is reduced to 0." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 152, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_eala/" }, { "slug": "enchantress-tob1-2023", "desc": "False", "name": "Enchantress", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 123, "hit_dice": "19d8 + 38", "speed": { "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 12, "wisdom": 17, "charisma": 18, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": 16, "skills": { "Arcana": 4, "Deception": 7, "Perception": 6, "Persuasion": 7, "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Elvish, Umbral", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) psychic damage." }, { "name": "Shadow Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) cold damage plus 9 (2d8) necrotic damage." }, { "name": "Beguiling Whispers (Recharge 5-6)", "desc": "The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress." }, { "name": "Leadership (Recharges after a Short or Long Rest)", "desc": "For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is incapacitated." }, { "name": "Spellcasting", "desc": "The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: command, message\n3/day: charm person, enthrall, fear, hold person, hypnotic pattern\n1/day: confusion, dominate person, greater invisibility, hold monster, phantasmal killer" } ], "bonus_actions": [ { "name": "Shadow Traveler (3/Day)", "desc": "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fey Ancestry", "desc": "The enchantress has advantage on saving throws against being charmed, and magic can't put her to sleep." }, { "name": "Phrenic Weapons", "desc": "The enchantress's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack)." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 160, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_enchantress/" }, { "slug": "lemurfolk-tob1-2023", "desc": "False", "name": "Lemurfolk", "size": "Small", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 12, "armor_desc": "", "hit_points": 21, "hit_dice": "6d6", "speed": { "walk": 20 }, "strength": 10, "dexterity": 15, "constitution": 11, "intelligence": 12, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "Acrobatics": 4, "Stealth": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Lemurfolk", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage." }, { "name": "Blowgun", "desc": "Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Glide", "desc": "The lemurfolk has membranes between its fore and hind limbs that expand when 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 lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther." } ], "spell_list": [], "page_no": 250, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_lemurfolk/" }, { "slug": "lichhound-tob1-2023", "desc": "False", "name": "Lich Hound", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 14, "armor_desc": "", "hit_points": 85, "hit_dice": "10d8 + 40", "speed": { "walk": 50, "fly": 30 }, "strength": 10, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 5, "perception": 14, "skills": { "Acrobatics": 6, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "piercing and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 14", "languages": "understands Common and Darakhul but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The lich hound can use its Eerie Howl. It then makes two Bite attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) slashing damage and be incapacitated until the end of its next turn." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone." }, { "name": "Eerie Howl", "desc": "The lich hound releases an eerie howl that fades in and out and echoes strangely. Each creature within 30 feet of the lich hound must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich hound's Eerie Howl for the next 24 hours." } ], "bonus_actions": [ { "name": "Ethereal Jaunt", "desc": "The lich hound magically shifts from the Material Plane to the Ethereal Plane, or vice versa." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Sense", "desc": "The lich hound can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." }, { "name": "Keen Hearing and Smell", "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Undead Nature", "desc": "The lich hound doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 253, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_lich-hound/" }, { "slug": "liosalfar-tob1-2023", "desc": "False", "name": "Liosalfar", "size": "Large", "type": "Elemental", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 17, "armor_desc": "", "hit_points": 132, "hit_dice": "24d10", "speed": { "walk": 60 }, "strength": 10, "dexterity": 25, "constitution": 10, "intelligence": 18, "wisdom": 18, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 8, "wisdom_save": 8, "charisma_save": 5, "perception": 18, "skills": { "Arcana": 8, "Insight": 8, "Perception": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic, radiant", "condition_immunities": "blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "truesight 120 ft., passive Perception 18", "languages": "Common, Celestial, Elvish, Giant", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn." }, { "name": "Radiant Touch", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) radiant damage." }, { "name": "Ray of Light", "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 31 (6d8 + 4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn." }, { "name": "Mesmerizing Radiance", "desc": "The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a DC 16 Wisdom saving throw or be charmed until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is incapacitated. While charmed by the liosalfar's display, a creature is also incapacitated, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a charmed creature if it takes any damage or if someone uses an action to shake the creature out of its stupor." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Darkness Hypersensitivity", "desc": "The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks." }, { "name": "Elemental Nature", "desc": "The liosalfar doesn't require air, food, drink, or sleep." }, { "name": "Inscrutable", "desc": "The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the liosalfar's intentions or sincerity have disadvantage." }, { "name": "Light Form", "desc": "The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action." } ], "spell_list": [], "page_no": 256, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_liosalfar/" }, { "slug": "lorelei-tob1-2023", "desc": "False", "name": "Lorelei", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "", "hit_points": 93, "hit_dice": "11d8 + 44", "speed": { "walk": 30 }, "strength": 10, "dexterity": 21, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 21, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 13, "skills": { "Deception": 8, "Performance": 8, "Persuasion": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The lorelei can use her Stunning Glance. She then makes three Psychic Blast attacks. She can replace one attack with a use of Corrupted Kiss." }, { "name": "Corrupted Kiss", "desc": "Melee Spell Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 14 (2d8 + 5) necrotic damage, and the lorelei regains hp equal to that amount." }, { "name": "Psychic Blast", "desc": "Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d6 + 5) psychic damage." }, { "name": "Stunning Glance", "desc": "The lorelei sends a seductive glance at a creature she can see within 30 feet of her. The target must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a successful save, a creature is immune to this lorelei's Stunning Glance for the next 24 hours." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Alluring Presence", "desc": "When a Humanoid that can see the lorelei starts its turn within 30 feet of the lorelei, the lorelei can force it to make a DC 15 Wisdom saving throw if the lorelei isn't incapacitated and can see the Humanoid. On a failed save, the Humanoid is charmed until the start if its next turn. While charmed, the target is incapacitated and must move on its turn toward the lorelei by the most direct route, trying to get within 5 feet of the lorelei for a kiss from her. The Humanoid doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the Humanoid can repeat the saving throw. If the saving throw is successful, the effect ends for it, and it regains its senses for the remainder of its turn." }, { "name": "Amphibious", "desc": "The lorelei can breathe air and water." }, { "name": "Free Water Spirit", "desc": "While in contact with water, the lorelei ignores difficult terrain, and magical effects can't reduce her speed or cause her to be restrained. In addition, she can spend 5 feet of movement to escape from nonmagical restraints or being grappled." } ], "spell_list": [], "page_no": 258, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_lorelei/" }, { "slug": "miremal-tob1-2023", "desc": "False", "name": "Miremal", "size": "Small", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 12, "armor_desc": "", "hit_points": 22, "hit_dice": "5d6 + 5", "speed": { "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Perception": 3, "Stealth": 6, "Survival": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Sylvan, Umbral", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The miremal makes one Bite attack and one Claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage." }, { "name": "Bog Spew (Recharge 5-6)", "desc": "The miremal spews a noxious stream of bog filth mixed with stomach acid at one creature it can see within 20 feet of it. The target must make a DC 11 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and is blinded until the end of its next turn. On a success, the target takes half the damage and isn't blinded." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The miremal can breathe air and water." }, { "name": "Muddled Escape (Recharges after a Short or Long Rest)", "desc": "If the miremal takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead and becomes a puddle of filthy swamp water. At the start of the miremal's next turn, it can move up to 15 feet as a puddle. Then it returns to its normal form." }, { "name": "Swamp Camouflage", "desc": "The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain." } ], "spell_list": [], "page_no": 272, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_miremal/" }, { "slug": "myling-tob1-2023", "desc": "False", "name": "Myling", "size": "Small", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6 + 10", "speed": { "walk": 10, "burrow": 30 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "the languages it knew in life", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 13 Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can't attack, and at the start of each of the myling's turns, the target takes 17 (5d6) necrotic damage." } ], "bonus_actions": [ { "name": "Bury Alive (Recharge 6)", "desc": "The creature to which the myling is attached is knocked prone, dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 Strength check." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Enfeebling Attacks", "desc": "Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." }, { "name": "Undead Nature", "desc": "The myling doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 281, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_myling/" }, { "slug": "oculoswarm-tob1-2023", "desc": "False", "name": "Oculo Swarm", "size": "Large", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "11d10 + 22", "speed": { "walk": 40, "fly": 5 }, "strength": 10, "dexterity": 20, "constitution": 14, "intelligence": 8, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 16, "skills": { "Insight": 6, "Perception": 6, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "False", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a DC 13 Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. While missing more than half its total number of eyes, the target is blinded until its sight is restored. If the target's eye is recovered from the defeated swarm, it can be reattached with a successful DC 12 Wisdom (Medicine) check, provided the eye is reattached within 1 hour of the target losing the eye." }, { "name": "Extract Eye", "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer." }, { "name": "Disorienting Gaze (Recharge 5-6)", "desc": "The swarm's many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a DC 13 Charisma saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn't disoriented. A disoriented creature is incapacitated and moves in a random direction when it moves." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hundreds of Eyes", "desc": "The oculo swarm has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the swarm isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny eyeball. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 288, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_oculo-swarm/" }, { "slug": "ravenfolkdoomcroaker-tob1-2023", "desc": "False", "name": "Ravenfolk Doom Croaker", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 14, "armor_desc": "studded leather", "hit_points": 88, "hit_dice": "16d8 + 16", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 20, "skills": { "Deception": 5, "Intimidation": 5, "Perception": 10 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Common, Feather Speech, Ravenfolk", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The doom croaker makes one Peck attack and one Runestaff attack, or it makes two Rune Blast attacks. It can replace one attack with a use of Ghost Wings or Prophetic Call, if available." }, { "name": "Peck", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 9 (2d8) radiant damage." }, { "name": "Runestaff", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) radiant damage." }, { "name": "Rune Blast", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage." }, { "name": "Ghost Wings", "desc": "The ravenfolk doom croaker furiously “beats” a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 15 Dexterity saving throw or be blinded until the start of its next turn." }, { "name": "Prophetic Magic", "desc": "The ravenfolk doom croaker can cast the augury spell and thaumaturgy cantrip at will, requiring no material components and using Wisdom as the spellcasting ability." }, { "name": "Prophetic Caw (Recharge 6)", "desc": "The ravenfolk doom croaker caws a prophecy that sounds different to each listener. Each creature within 30 feet of the ravenfolk that can hear it must make a DC 15 Wisdom saving throw. Ravenfolk have advantage on the saving throw. On a failure, a creature hears a prophecy of its doom and is frightened for 1 minute. On a success, a creature hears a prophecy of its greatness and has advantage on the first attack roll it makes on each of its turns for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The doom croaker has advantage on saving throws against spells and other magical effects." }, { "name": "Mimicry", "desc": "The ravenfolk doom croaker can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check." }, { "name": "Rune-Powered Weapons", "desc": "The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack)." } ], "spell_list": [], "page_no": 305, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ravenfolk-doom-croaker/" }, { "slug": "ravenfolkscout-tob1-2023", "desc": "False", "name": "Ravenfolk Scout", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 14, "armor_desc": "studded leather", "hit_points": 27, "hit_dice": "6d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 10, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 16, "skills": { "Deception": 3, "Perception": 6, "Stealth": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Feather Speech, Ravenfolk", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Peck", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage." }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage." }, { "name": "Ghost Wings", "desc": "The ravenfolk scout furiously “beats” a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 12 Dexterity saving throw or be blinded until the start of its next turn." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Mimicry", "desc": "The ravenfolk scout can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check." } ], "spell_list": [], "page_no": 304, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ravenfolk-scout/" }, { "slug": "roachlinglord-tob1-2023", "desc": "False", "name": "Roachling Lord", "size": "Small", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 63, "hit_dice": "14d6 + 14", "speed": { "walk": 25 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": 3, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "Acrobatics": 5, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 10", "languages": "Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The roachling lord makes two Begrimed Shortsword or Begrimed Dart attacks." }, { "name": "Begrimed Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage." }, { "name": "Begrimed Dart", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hardy", "desc": "The roachling is immune to diseases and has advantage on Constitution saving throws." }, { "name": "Unpleasant Scent", "desc": "The roachling has disadvantage on Wisdom (Animal Handling) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours." } ], "spell_list": [], "page_no": 310, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_roachling-lord/" }, { "slug": "roachlingskirmisher-tob1-2023", "desc": "False", "name": "Roachling Skirmisher", "size": "Small", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 21, "hit_dice": "6d6", "speed": { "walk": 25 }, "strength": 10, "dexterity": 14, "constitution": 11, "intelligence": 10, "wisdom": 9, "charisma": 8, "strength_save": null, "dexterity_save": 4, "constitution_save": 2, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "Acrobatics": 4, "Stealth": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9", "languages": "Common", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage." }, { "name": "Dart", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hardy", "desc": "The roachling is immune to diseases and has advantage on Constitution saving throws." }, { "name": "Unpleasant Scent", "desc": "The roachling has disadvantage on Wisdom (Animal Handling) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours." } ], "spell_list": [], "page_no": 310, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_roachling-skirmisher/" }, { "slug": "rumgremlin-tob1-2023", "desc": "False", "name": "Rum Gremlin", "size": "Tiny", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 13, "armor_desc": "", "hit_points": 27, "hit_dice": "6d4 + 12", "speed": { "walk": 10 }, "strength": 10, "dexterity": 16, "constitution": 14, "intelligence": 12, "wisdom": 9, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Common, Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage." }, { "name": "Spellcasting", "desc": "The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11):\nAt will: prestidigitation\n3/day: command" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aura of Drunkenness", "desc": "The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours." }, { "name": "Magic Resistance", "desc": "The rum gremlin has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 223, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_rum-gremlin/" }, { "slug": "shadowfey-tob1-2023", "desc": "False", "name": "Shadow Fey", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 31, "hit_dice": "7d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 11, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Arcana": 2, "Perception": 2 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage." }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage." } ], "bonus_actions": [ { "name": "Shadow Traveler (2/Day)", "desc": "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 158, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_shadow-fey/" }, { "slug": "spiderthief-tob1-2023", "desc": "False", "name": "Spider Thief", "size": "Small", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 66, "hit_dice": "12d6 + 24", "speed": { "walk": 20 }, "strength": 10, "dexterity": 12, "constitution": 14, "intelligence": 3, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "Stealth": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "fire", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The spider thief makes one Hooked Wire attack and one Sickle Claw attack, or it makes two Sickle Claw attacks." }, { "name": "Sickle Claw", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage." }, { "name": "Hooked Wire", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the spider thief pulls itself in a straight line up to 25 feet toward the target, stopping in the nearest unoccupied space to the target. When the spider thief moves in this way, opportunity attacks against it have disadvantage." } ], "bonus_actions": [ { "name": "Wire Jump", "desc": "The spider thief throws a hooked wire at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the wire to that point. It then reels in the wire, pulling itself to an unoccupied space within 5 feet of that point. It can bring along objects and willing creatures as long as their total weight doesn't exceed 100 pounds. When the spider moves in this way, opportunity attacks against it have disadvantage." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The spider thief doesn't require air, food, drink, or sleep." }, { "name": "Immutable Form", "desc": "The spider thief is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The spider thief has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 342, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_spider-thief/" }, { "slug": "swarmoffiredancers-tob1-2023", "desc": "False", "name": "Swarm of Fire Dancers", "size": "Medium", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8 + 36", "speed": { "walk": 30, "fly": 30 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "fire, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks." }, { "name": "Singe", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer." }, { "name": "Frightening Visage (Recharge 5-6)", "desc": "The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The swarm of fire dancers doesn't require air, food, drink, or sleep." }, { "name": "Fire Form", "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": 354, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-fire-dancers/" }, { "slug": "swarmofwharflings-tob1-2023", "desc": "False", "name": "Swarm of Wharflings", "size": "Large", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 13, "armor_desc": "", "hit_points": 66, "hit_dice": "12d10", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 10, "intelligence": 2, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Perception": 3, "Sleight of Hand": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "False", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Pilfering Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hp or fewer, and the target must succeed on a DC 13 Dexterity saving throw or lose one item it is wearing or carrying to the swarm, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The swarm of wharflings can breathe air and water." }, { "name": "Snapping Jaws", "desc": "A creature that attempts to move out of or through the swarm of wharflings must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny wharfling. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 395, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-wharflings/" }, { "slug": "wormheartedsuffragan-tob1-2023", "desc": "False", "name": "Wormhearted Suffragan", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 13, "armor_desc": "", "hit_points": 120, "hit_dice": "16d8 + 48", "speed": { "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Medicine": 6, "Religion": 3 }, "damage_vulnerabilities": "radiant", "damage_resistances": "False", "damage_immunities": "necrotic, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The wormhearted suffragan makes two Worm-Coated Fist or Paralyzing Bolt attacks." }, { "name": "Worm-Coated Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp, and its hp maximum decreases by 7 (2d6) every 24 hours. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Paralyzing Bolt", "desc": "Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of its next turn." }, { "name": "Animating Worms (3/Day)", "desc": "The wormhearted suffragan touches the body of a dead Humanoid, passing on some of the suffragan's worms. The worms fill the target, animating it as a skeleton or zombie (the suffragan's choice) under the suffragan's control." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The wormhearted suffragan has advantage on saving throws against spells and other magical effects." }, { "name": "Master of Undeath", "desc": "A Humanoid killed by the wormhearted suffragan's disease rises 1d4 hours later as a skeleton or zombie (the suffragan's choice), unless the Humanoid is restored to life or its body is destroyed. Between its disease and its Animating Worms, the suffragan can have no more than fifteen total skeletons and zombies under its control at one time." }, { "name": "Undead Nature", "desc": "The wormhearted suffragan doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 398, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_wormhearted-suffragan/" }, { "slug": "xanka-tob1-2023", "desc": "False", "name": "Xanka", "size": "Small", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 27, "hit_dice": "6d6 + 6", "speed": { "walk": 15 }, "strength": 10, "dexterity": 15, "constitution": 12, "intelligence": 4, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "force", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Dismantling Leg", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is subjected to the xanka's Absorb trait." }, { "name": "Release Energy (Recharge 5-6)", "desc": "The xanka releases energy created from absorbed material in a burst. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) force 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": "Absorb", "desc": "Any nonmagical object that touches the xanka's central globe, any nonmagical weapon that hits the xanka, or any nonmagical object, structure, or creature hit by the xanka's Dismantling Leg attack begins to deteriorate. If it is a structure or an object that isn't being worn or carried, up to a 1-foot cube of the structure or object is destroyed. If it is an object worn or carried by a creature, the creature must succeed on a DC 11 Dexterity saving throw to avoid the item being affected by the xanka's Absorb." }, { "name": "Construct Nature", "desc": "The xanka doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 399, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_xanka/" }, { "slug": "beggar-ghoul", "desc": "", "name": "Beggar Ghoul", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": "", "hit_points": 13, "hit_dice": "3d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 10, "intelligence": 12, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Undercommon", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 4, "damage_dice": "2d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pack Tactics", "desc": "The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Savage Hunger", "desc": "A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit." } ], "spell_list": [], "page_no": 221, "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_beggar-ghoul/" }, { "slug": "bone-collective", "desc": "_A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune._ \n**Spies and Sneaks.** Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes. \n**Zombie Mounts.** Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing. \n**Feed on Society.** Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective. They dislike extreme heat, as it makes their bones brittle.", "name": "Bone Collective", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d6+64", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 14, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 5, "deception": 6, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Darakhul", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d12" }, { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "8d12" }, { "name": "Wyrmblood Venom (Injury)", "desc": "Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective." }, { "name": "Innate Spellcasting", "desc": "the bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch\n\n3/day: animate dead (up to 5 skeletons or zombies)" }, { "name": "Swarm", "desc": "A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form." } ], "spell_list": [], "page_no": 39, "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_bone-collective/" }, { "slug": "bone-crab", "desc": "_A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home._ \n**Skull Shells.** Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls. \n**Scavengers of Memory.** Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear. \nBone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators. \n**White Ghost Shivers.** Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.", "name": "Bone Crab", "size": "Small", "type": "Beast", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 33, "hit_dice": "6d6+12", "speed": { "walk": 20, "swim": 10 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 1, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The bone crab makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "White Ghost Shivers", "desc": "A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The bone crab can breathe air and water." }, { "name": "Bone Camouflage", "desc": "A bone crab has advantage on Dexterity (Stealth) checks while it's among bones." }, { "name": "Hive Mind", "desc": "A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are." }, { "name": "Leap", "desc": "Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe." } ], "spell_list": [], "page_no": 40, "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_bone-crab/" }, { "slug": "bonepowder-ghoul", "desc": "_Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy._ \n**Starved Into Dust.** The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries. \n**Mocking and Hateful.** Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles. \n**Whispering Voices.** Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check.", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d6+104", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 19, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 6, "skills": { "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Darakhul, Draconic, Dwarvish", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Gravedust", "desc": "A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever." }, { "name": "Whirlwind (Recharge 5-6)", "desc": "A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Coalesce", "desc": "Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." }, { "name": "Innate Spellcasting", "desc": "the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch, darkness, dispel magic, ray of enfeeblement\n\n3/day: blindness/deafness, circle of death (7th level; 10d6)\n\n1/day: finger of death" } ], "spell_list": [], "page_no": 221, "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_bonepowder-ghoul/" }, { "slug": "bucca", "desc": "_These tiny, obsidian-skinned, bat-winged fey always have a hungry look, leering with razor-sharp fangs showing and licking their leathery faces with their forked, purple tongues._ \n**Hidden in Crevices.** Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook. \n**Treasure Finders.** Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids. \n**Bat Friends.** Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds.", "name": "Bucca", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 27, "hit_dice": "5d4+15", "speed": { "walk": 20, "fly": 30 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 13, "wisdom": 9, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Darakhul, Dwarvish", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Vulnerability to Sunlight", "desc": "A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight." }, { "name": "Innate Spellcasting", "desc": "the bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day each: darkness, ensnaring strike, locate object" } ], "spell_list": [], "page_no": 46, "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_bucca/" }, { "slug": "burrowling", "desc": "_These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others._ \n**Friendly Farmers.** Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild. \n**Safe Warrens.** Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws. \n**Die of Loneliness.** If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Tactics ability with its new allies. \nBurrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year.", "name": "Burrowling", "size": "Small", "type": "Humanoid", "subtype": "burrowling", "group": null, "alignment": "lawful neutral", "armor_class": 13, "armor_desc": "", "hit_points": 27, "hit_dice": "6d6+6", "speed": { "walk": 30, "burrow": 10 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 9, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The burrowling makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Sling", "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Burrow Awareness", "desc": "A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet." }, { "name": "Pack Tactics", "desc": "The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking." } ], "spell_list": [], "page_no": 49, "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_burrowling/" }, { "slug": "crimson-drake", "desc": "_Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes._ \n**Fiery Raiders.** Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may even intentionally set fires to blaze a trail for hunters to the dragon’s lair. \n**Mistaken for Pseudodragons.** A crimson drake’s scales and features are quite similar to those of a pseudodragon, and they will imitate a pseudodragon’s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. \nAs with pseudodragons, they resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. On average, a crimson drake weighs 12 lb, its body measures about 18 inches long, and its tail adds another 18 inches. \n**Foul Familiars.** A crimson drake occasionally chooses to serve an evil spellcaster as a familiar; they are too mischievous to be loyal or trustworthy, but ferocious in defense of their master.", "name": "Crimson Drake", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 54, "hit_dice": "12d4+24", "speed": { "walk": 15, "fly": 80 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 8, "wisdom": 9, "charisma": 14, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "acrobatics": 4, "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Draconic, telepathy 60 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The crimson drake makes one bite attack and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Breath Weapon (Recharge 6)", "desc": "The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The drake has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 151, "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_crimson-drake/" }, { "slug": "devilbound-gnomish-prince", "desc": "", "name": "Devilbound Gnomish Prince", "size": "Small", "type": "Humanoid", "subtype": "gnome", "group": null, "alignment": "any evil", "armor_class": 12, "armor_desc": "15 with mage armor", "hit_points": 104, "hit_dice": "19d6+38", "speed": { "walk": 25 }, "strength": 10, "dexterity": 14, "constitution": 15, "intelligence": 16, "wisdom": 12, "charisma": 22, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 7, "wisdom_save": null, "charisma_save": 10, "perception": null, "skills": { "arcana": 7, "deception": 10, "history": 7, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Infernal, Gnomish", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Banishing Word (1/Day)", "desc": "When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage." }, { "name": "Infernal Blessing", "desc": "The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points." }, { "name": "Infernal Tie", "desc": "The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence." }, { "name": "Innate Spellcasting", "desc": "the devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n\nat will: detect magic, false life, mage armor\n\n1/rest each: create undead, forcecage, power word stun" }, { "name": "Magic Resistance", "desc": "The devilbound gnomish prince has advantage on all saving throws against spells and magical effects." }, { "name": "Spellcasting", "desc": "the devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:\n\ncantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation\n\n5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt" } ], "spell_list": [], "page_no": 0, "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_devilbound-gnomish-prince/" }, { "slug": "duskthorn-dryad", "desc": "_A duskthorn dryad is a striking woman with obvious fey features and skin the color of slate, often found in the shade of an ancient tree. Clothed in vines and leaves, it can be difficult to tell where one leaves off and the other begins._ \n**Creeper Vine Spirits.** Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees and use them as a home for their vines to cling to. They can travel through trees to escape their foes but must stay near their vines. \n**Create Guardians.** Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors. These defenders are linked to the tree and vines that animated them, are controlled by hearts within the tree. If the hearts are destroyed, the servants wither or scatter.", "name": "Duskthorn Dryad", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 24, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "deception": 9, "nature": 6, "perception": 4, "persuasion": 9, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan, Umbral", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d4" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, druidcraft\n\n3/day each: charm person, entangle, invisibility, magic missile\n\n1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns" }, { "name": "Magic Resistance", "desc": "The dryad has advantage on saving throws against spells and other magical effects." }, { "name": "Speak with Beasts and Plants", "desc": "The dryad can communicate with beasts and plants as if they shared a language." }, { "name": "Tree Stride", "desc": "Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." }, { "name": "Tree Dependent", "desc": "The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual." } ], "spell_list": [], "page_no": 160, "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_duskthorn-dryad/" }, { "slug": "dwarven-ringmage", "desc": "", "name": "Dwarven Ringmage", "size": "Medium", "type": "Humanoid", "subtype": "dwarf", "group": null, "alignment": "any", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 82, "hit_dice": "15d8+15", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 13, "intelligence": 18, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 7, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Dwarvish", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dwarven ringmage makes two melee attacks." }, { "name": "Ring-Staff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dwarven Resistance", "desc": "The dwarven ringmage has advantage on saving throws against poison." }, { "name": "Ring Magic", "desc": "The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell." }, { "name": "Ring-Staff Focus", "desc": "The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued." }, { "name": "Spellcasting", "desc": "the mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:\n\ncantrips (at will): fire bolt, mage hand, shocking grasp, true strike\n\n1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave\n\n2nd level (3 slots): misty step, web\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold" } ], "spell_list": [], "page_no": 420, "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_dwarven-ringmage/" }, { "slug": "eala", "desc": "_This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot._ \nEala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal. \n**Metallic Diet.** Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized.", "name": "Eala", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural", "hit_points": 40, "hit_dice": "9d6+9", "speed": { "walk": 10, "fly": 60 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 2, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The eala makes two attacks with its wing blades." }, { "name": "Wing Blades", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Fire Breath (recharge 5-6)", "desc": "The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried." } ], "bonus_actions": null, "reactions": [ { "name": "Swan Song", "desc": "When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 163, "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_eala/" }, { "slug": "emerald-order-cult-leader", "desc": "", "name": "Emerald Order Cult Leader", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "lawful neutral or evil", "armor_class": 14, "armor_desc": "breastplate", "hit_points": 117, "hit_dice": "18d8+36", "speed": { "walk": 30 }, "strength": 10, "dexterity": 10, "constitution": 14, "intelligence": 15, "wisdom": 20, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 5, "perception": null, "skills": { "arcana": 5, "deception": 5, "history": 5, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "any three languages", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The Emerald Order cult leader makes one melee attack and casts a cantrip." }, { "name": "Mace", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": [ { "name": "Esoteric Vengeance", "desc": "As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Key of Prophecy", "desc": "The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks." }, { "name": "Innate Spellcasting", "desc": "the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:\n\n2/day each: detect thoughts, dimension door, haste, slow\n\n1/day each: suggestion, teleport" }, { "name": "Spellcasting", "desc": "the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): cure wounds, identify, guiding bolt\n\n2nd level (3 slots): lesser restoration, silence, spiritual weapon\n\n3rd level (3 slots): dispel magic, mass healing word, spirit guardians\n\n4th level (3 slots): banishment, death ward, guardian of faith\n\n5th level (2 slots): flame strike" } ], "spell_list": [], "page_no": 421, "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_emerald-order-cult-leader/" }, { "slug": "fire-dancer-swarm", "desc": "_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire._ \n_**Stunted Elementals.**_ Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace. \n_**Unite and Grow Strong.**_ Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them. \n_**Surly Servants.**_ Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times. \n_**Elemental Nature.**_ A swarm of fire dancers doesn’t require air, food, drink, or sleep.", "name": "Fire Dancer Swarm", "size": "Medium", "type": "Elemental", "subtype": "Swarm", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.", "attack_bonus": 8, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Form", "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": 373, "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_fire-dancer-swarm/" }, { "slug": "kobold-chieftain", "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble. \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories. \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior. \n_This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull’s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack._ \nWhile most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can’t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe’s trapsmiths, particularly evident in their springspike shields. \n_**Living Legend.**_ A kobold chieftain is more than a leader, it is a symbol of the tribe’s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.", "name": "Kobold Chieftain", "size": "Small", "type": "Humanoid", "subtype": "kobold", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "studded leather and shield", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 14, "intelligence": 11, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 4, "perception": null, "skills": { "intimidation": 6, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Draconic", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The kobold makes 2 attacks." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Inspiring Presence (Recharge after Short or Long Rest)", "desc": "The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls." } ], "bonus_actions": null, "reactions": [ { "name": "Springspike Shield (5/rest)", "desc": "When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pack Tactics", "desc": "The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 263, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_kobold-chieftain/" }, { "slug": "lemurfolk", "desc": "_This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes._ \n**Jungle Rulers.** These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items. \n**Nocturnal Gliders.** Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard. \n**Greyfur Elders.** Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead. \nA typical lemurfolk stands 2 feet tall and weighs 30 lb.", "name": "Lemurfolk", "size": "Small", "type": "Humanoid", "subtype": "lemurfolk", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "", "hit_points": 14, "hit_dice": "4d6", "speed": { "walk": 20, "climb": 10, "fly": 40 }, "strength": 10, "dexterity": 15, "constitution": 11, "intelligence": 12, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Lemurfolk", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Kukri Dagger", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Blowgun", "desc": "Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Silent Glide", "desc": "The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks." }, { "name": "Sneak Attack (1/Turn)", "desc": "The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll." } ], "spell_list": [], "page_no": 271, "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_lemurfolk/" }, { "slug": "lich-hound", "desc": "_Their howls echoing from another plane, lich hounds always arrive wreathed in mist. Half bone, half purple fire, they are creatures of hunger and the hunt. Nothing makes them happier than taking down creatures larger than themselves—or racing through the air to catch a surprised bat in mid-flight. All cruelty and fang, lich hounds are most satisfied when praised by their great undead lords._ \n**Fiery Bones.** Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of either ghoul high priests or liches. \n**Echoing Howls.** Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever they may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes. \n**Murdered Celestials.** The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Hound archons have long been outraged by the creation of lich hounds, and they occasionally band together to rid the world of those who practice this particular dark magic. \n**Undead Nature.** A lich hound doesn’t require air, food, drink, or sleep.", "name": "Lich Hound", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30, "fly": 50 }, "strength": 10, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 4, "skills": { "acrobatics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "piercing and bludgeoning from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 100 ft., passive Perception 14", "languages": "understands Darakhul", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "1d12" }, { "name": "Ethereal Jaunt", "desc": "As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa." }, { "name": "Gut Rip", "desc": "As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early." }, { "name": "Howl", "desc": "The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 274, "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_lich-hound/" }, { "slug": "liosalfar", "desc": "_The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns._ \nSometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them. \n**Servants of Fate.** Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement. \n**Pattern Vision.** Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns. \n**Enemies of the Ramag.** The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.” \n**Elemental Nature.** A liosalfar doesn’t require air, food, drink, or sleep.", "name": "Liosalfar", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "", "hit_points": 110, "hit_dice": "20d10", "speed": { "fly": 60, "hover": true }, "strength": 10, "dexterity": 25, "constitution": 10, "intelligence": 18, "wisdom": 18, "charisma": 12, "strength_save": null, "dexterity_save": 10, "constitution_save": 3, "intelligence_save": 7, "wisdom_save": 7, "charisma_save": 4, "perception": 7, "skills": { "arcana": 7, "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic, radiant", "condition_immunities": "blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "blindsight 120 ft., truesight 60 ft., passive Perception 17", "languages": "Common, Celestial, Primordial, Elvish, Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The liosalfar makes two Disrupting Touch attacks." }, { "name": "Disrupting Touch", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.", "attack_bonus": 10, "damage_dice": "4d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alien Mentality", "desc": "A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round." }, { "name": "Darkness Vulnerability", "desc": "Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful." }, { "name": "Incorporeal Movement", "desc": "The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Innate Spellcasting", "desc": "the liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying\n\n2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray\n\n1/day each: hallucinatory terrain, plane shift, sunbeam" }, { "name": "Lightform", "desc": "Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form." }, { "name": "Prismatic Glow", "desc": "Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness." } ], "spell_list": [], "page_no": 277, "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_liosalfar/" }, { "slug": "living-wick", "desc": "_A living wick is a small, rough wax sculpture of a human that stands at attention, a halo of light flickering around its head from some source behind it._ \n**Enchanted Wicks.** Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human, but as the wick burns, the wax features melt and the statue takes on a twisted, hunchbacked appearance. \n**Short-Lived as a Candle.** Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick’s affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle. \nLiving wicks are active only when their wicks are lit, and only respond to the telepathic commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic. \n**Explosive Ends.** The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for selfdestruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies. \n**Constructed Nature.** A living wick doesn’t require air, food, drink, or sleep.", "name": "Living Wick", "size": "Small", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 28, "hit_dice": "8d6", "speed": { "walk": 20 }, "strength": 10, "dexterity": 10, "constitution": 10, "intelligence": 5, "wisdom": 5, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious", "senses": "sight 20 ft. (blind beyond the radius of its own light), passive Perception 10", "languages": "shares a telepathic link with the individual that lit its wick", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.", "attack_bonus": 2, "damage_dice": "1d6" }, { "name": "Consume Self", "desc": "A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Controlled", "desc": "Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them." }, { "name": "Light", "desc": "Activated living wicks produce light as a torch." }, { "name": "Melting", "desc": "A living wick loses one hit point for every 24 hours it remains lit." } ], "spell_list": [], "page_no": 278, "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_living-wick/" }, { "slug": "lorelei", "desc": "_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._ \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown. \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey. \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.", "name": "Lorelei", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "18 mage armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "swim": 30 }, "strength": 10, "dexterity": 21, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": null, "skills": { "deception": 9, "performance": 9, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Charm", "desc": "The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect." }, { "name": "Stunning Glance", "desc": "The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alluring Presence", "desc": "All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours." }, { "name": "Unearthly Grace", "desc": "A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier." }, { "name": "Water Spirit", "desc": "The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water." }, { "name": "Spellcasting", "desc": "the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm" } ], "spell_list": [], "page_no": 279, "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_lorelei/" }, { "slug": "map-mimic", "desc": "", "name": "Map Mimic", "size": "Tiny", "type": "Aberration", "subtype": "shapechanger", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "walk": 30, "fly": 15 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 13, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.", "attack_bonus": 4, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Constrict Face", "desc": "When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn." }, { "name": "False Appearance (Object Form Only)", "desc": "While the mimic remains motionless, it is indistinguishable from an ordinary object." }, { "name": "Mimic Page", "desc": "The mimic can disguise itself as any tiny, flat object-a piece of leather, a plate-not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic." } ], "spell_list": [], "page_no": 289, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_map-mimic/" }, { "slug": "miremal", "desc": "_The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears._ \nMiremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points. \n**Unreliable Guides.** Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon. \n**Swamp.** Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return. \n**Hate Moss Lurkers.** Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.", "name": "Miremal", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "", "hit_points": 22, "hit_dice": "5d6+5", "speed": { "walk": 30, "swim": 30 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Sylvan, Umbral", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The miremal makes two attacks, one of which must be a claw attack." }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Bog Spew (Recharge 5-6)", "desc": "The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds." } ], "bonus_actions": null, "reactions": [ { "name": "Muddled Escape (1/Day)", "desc": "If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The miremal can breathe air and water." }, { "name": "Swamp Camouflage", "desc": "The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain." }, { "name": "Savage Move", "desc": "If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack." } ], "spell_list": [], "page_no": 292, "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_miremal/" }, { "slug": "oculo-swarm", "desc": "_This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground._ \n**Failed Experiment.** An oculo swarm results from an experiment to create a live scrying sensor that went poorly. Once set loose, these horrors attain a form of distributed self‑awareness. Exactly what motivates them is unknown, except that they are driven to survive. \n**Flesh Stealers.** A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculus swarm escapes from battle— and they seldom fight to the death unless cornered—it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful its paralyzing resonance field becomes. \n**Single Eye Scouts.** The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. A lone eye has no offensive capability and only 1 hp. It can travel only 100 feet away from the main swarm, and it must return to the swarm within an hour or it dies.", "name": "Oculo Swarm", "size": "Large", "type": "Aberration", "subtype": "Swarm", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "hover": true, "walk": 5, "fly": 40 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 8, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "insight": 6, "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common but can't speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Eye Extraction", "desc": "Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability." }, { "name": "Gaze (recharge 5-6)", "desc": "The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 209, "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_oculo-swarm/" }, { "slug": "ravenfolk-doom-croaker", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Doom Croaker", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 14, "strength_save": 3, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Ghost Wings", "desc": "The ravenfolk doom croaker furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Radiant Runestaff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.", "attack_bonus": 3, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." }, { "name": "Magic Resistance", "desc": "The doom croaker has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages\n\n3/day each: counterspell, fear, phantom steed\n\n1/day each: blight, call lightning, clairvoyance, insect plague\n\n1/week: legend lore" } ], "spell_list": [], "page_no": 324, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-doom-croaker/" }, { "slug": "ravenfolk-scout", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Scout", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 21, "hit_dice": "6d8 - 6", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 8, "intelligence": 10, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": 4, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 3, "perception": 6, "skills": { "deception": 3, "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The ravenfolk scout makes one peck attack and one other melee or ranged attack." }, { "name": "Ghost Wings", "desc": "The ravenfolk scout furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Longbow", "desc": "Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage." }, { "name": "Peck", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." } ], "spell_list": [], "page_no": 322, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-scout/" }, { "slug": "roachling-lord", "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._ \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them. \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side. \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools. \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified. \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull. \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.", "name": "Roachling Lord", "size": "Small", "type": "Humanoid", "subtype": "roachling", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 63, "hit_dice": "14d6+14", "speed": { "walk": 25 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": 3, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9", "languages": "Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The roachling lord makes two melee attacks or throws two darts." }, { "name": "Begrimed Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Begrimed Dart", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Resistant", "desc": "The roachling skirmisher has advantage on Constitution saving throws." }, { "name": "Unlovely", "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings." } ], "spell_list": [], "page_no": 329, "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_roachling-lord/" }, { "slug": "roachling-skirmisher", "desc": "_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._ \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them. \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side. \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools. \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified. \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull. \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.", "name": "Roachling Skirmisher", "size": "Small", "type": "Humanoid", "subtype": "roachling", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 7, "hit_dice": "2d6", "speed": { "walk": 25 }, "strength": 10, "dexterity": 14, "constitution": 11, "intelligence": 10, "wisdom": 9, "charisma": 8, "strength_save": null, "dexterity_save": 4, "constitution_save": 2, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 9", "languages": "Common", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Dart", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Resistant", "desc": "The roachling skirmisher has advantage on Constitution saving throws." }, { "name": "Unlovely", "desc": "The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings." } ], "spell_list": [], "page_no": 329, "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_roachling-skirmisher/" } ] }