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=-wisdom&page=13
https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-wisdom&page=14", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-wisdom&page=12", "results": [ { "slug": "deathwisp", "desc": "_A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light._ \n**Unnatural Aura.** Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check. \n**Fey Undead.** A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey. \n**Rift Walkers.** Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates, or by walking along shadow roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice. \n**Devour Breath.** A deathwisp feasts on the breath of living things, and invariably seeks to devour animals and solitary intelligent prey. It is quite intelligent and avoids fights against greater numbers. \n**Undead Nature.** A deathwisp doesn’t require air, food, drink, or sleep", "name": "Deathwisp", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 6, "dexterity": 20, "constitution": 16, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 16", "languages": "the languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Life Drain", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 8, "damage_dice": "7d8" }, { "name": "Create Deathwisp", "desc": "The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flicker", "desc": "The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage." }, { "name": "Incorporeal Movement", "desc": "The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object." }, { "name": "Shadow Jump", "desc": "A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Unnatural Aura", "desc": "Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check." } ], "spell_list": [], "page_no": 72, "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_deathwisp/" }, { "slug": "fate-eater", "desc": "_These human-sized parasites resemble ghostly centipedes surrounded in erratic violet radiance. Their flesh is translucent and their jaws are crystalline—they are clearly creatures of strange planes indeed._ \n**Destiny Destroyers.** Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities. \n**Planar Gossips.** Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons. \n**Visionary Flesh.** Eating the properly-prepared flesh of a fate eater grants insight into the fate of another.", "name": "Fate Eater", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 182, "hit_dice": "28d8+56", "speed": { "walk": 40, "climb": 40 }, "strength": 18, "dexterity": 12, "constitution": 14, "intelligence": 18, "wisdom": 16, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7, "insight": 6, "religion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, unconscious", "senses": "truesight 60 ft., passive Perception 13", "languages": "telepathy 100 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.", "attack_bonus": 7, "damage_dice": "5d8" }, { "name": "Spectral Bite", "desc": "when a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds2- Untied from the Loom: Character's speed is randomized for four rounds. Roll 3d20 at the start of each of the character's turns to determine his or her speed in feet that turn3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill4- Not So Fast: Loses the use of one class ability, chosen at random5- Lost Potential: Loses 1 point from one randomly chosen ability score6- Took the Lesser Path: The character's current hit point total becomes his or her hit point maximum effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:1/day each: blink, hallucinatory terrain" }, { "name": "Visionary Flesh", "desc": "Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat." } ], "spell_list": [], "page_no": 180, "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_fate-eater/" }, { "slug": "fidele-angel", "desc": "", "name": "Fidele Angel", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "16d8+32", "speed": { "walk": 40, "fly": 40 }, "strength": 20, "dexterity": 18, "constitution": 14, "intelligence": 14, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 5, "intelligence_save": 5, "wisdom_save": 6, "charisma_save": 7, "perception": 6, "skills": { "insight": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, cold", "condition_immunities": "charmed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Celestial, Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack." }, { "name": "+1 Longsword (Mortal or Angel Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used with two hands.", "attack_bonus": 9, "damage_dice": "1d8+6" }, { "name": "+1 Longbow (Mortal or Angel Form Only)", "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d8+5" }, { "name": "Beak (Eagle Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d8+5" }, { "name": "Talons (Eagle Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechange", "desc": "The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form." }, { "name": "Ever Touching", "desc": "Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally." }, { "name": "Innate Spellcasting", "desc": "the angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, light, purify food and drink, spare the dying\n\n3/day: cure wounds, scorching ray (5 rays)\n\n1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good" }, { "name": "Magic Resistance", "desc": "The angel has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The angel's weapon attacks are magical while it is in eagle form." }, { "name": "To My Lover's Side", "desc": "If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite." }, { "name": "Unshakeable Fidelity", "desc": "Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other." } ], "spell_list": [], "page_no": 21, "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_fidele-angel/" }, { "slug": "firegeist", "desc": "_Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame._ \n**Elemental Echoes.** When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge. \n**Indiscrimate Arsonists.** Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern. \n**Elemental Nature.** A firegeist doesn’t require air, food, drink, or sleep.", "name": "Firegeist", "size": "Small", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 87, "hit_dice": "25d6", "speed": { "walk": 40 }, "strength": 7, "dexterity": 18, "constitution": 10, "intelligence": 4, "wisdom": 16, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The firegeist makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Combustion Touch (Recharge 5-6)", "desc": "The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hide By Firelight", "desc": "In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire." }, { "name": "Illumination", "desc": "The firegeist sheds dim light in a 30-foot radius." }, { "name": "Magical Light Sensitivity", "desc": "While in magical light, the firegeist has disadvantage on attack rolls and ability checks." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage." } ], "spell_list": [], "page_no": 202, "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_firegeist/" }, { "slug": "folk-of-leng", "desc": "_The people of Leng are hideous and malevolent, with goatlike legs and small horns they keep concealed beneath turbans, and mouths full of rows of serrated teeth, somewhat akin to sharks. They have a fondness for combining heavy leathers and bright silks in their robes, and they always go forth masked when leaving their mysterious, chilled cities._ \n**Dimensional Merchants.** The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the manaencrusted stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They tend a few pyramids in the deep deserts and are said to befriend void dragons, heralds of darkness, and other servants of the void. \n**A High Plateau.** Leng is a forbidding plateau surrounded by hills and peaks. Its greatest city is Sarkomand, a place which some claim has fallen into ruin, and which others claim to have visited in living memory. \n**Love of Nets.** When in combat, the folk of Leng use nets woven from the silk of their racial enemies, the spiders of Leng. They summon these nets from interdimensional storage spaces.", "name": "Folk Of Leng", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "studded leather", "hit_points": 68, "hit_dice": "8d8+32", "speed": { "walk": 30 }, "strength": 12, "dexterity": 15, "constitution": 18, "intelligence": 14, "wisdom": 16, "charisma": 22, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "arcana": 4, "deception": 8, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "necrotic", "condition_immunities": "frightened", "senses": "passive Perception 15", "languages": "Common, Void Speech", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Etheric Harpoon", "desc": "Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.", "attack_bonus": 8, "damage_dice": "1d8" }, { "name": "Psychic Scimitar", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Hooked Spider Net (Recharge 5-6)", "desc": "Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, minor illusion\n\n3/day each: disguise self, suggestion\n\n1/day each: dream, etherealness" }, { "name": "Regeneration", "desc": "The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business." }, { "name": "Void Stare", "desc": "The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised." }, { "name": "Void Sailors", "desc": "The folk of Leng can travel the airless void without harm." } ], "spell_list": [], "page_no": 204, "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_folk-of-leng/" }, { "slug": "gearforged-templar", "desc": "_The bronze and mithral figure advances with heavy movements. Its eye lenses glare dark blue, and gears click when it swings its glaive._ \nAn intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the champion is a paragon among them. \n**Tireless Defender.** The gearforged templar is relentless in pursuit of its duty. More so then other gearforged, the champion’s mindset becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility. \n**Constructed Nature.** The gearforged templar doesn’t require food, drink, air, or sleep.", "name": "Gearforged Templar", "size": "Medium", "type": "Humanoid", "subtype": "gearforged", "group": null, "alignment": "lawful neutral", "armor_class": 18, "armor_desc": "plate armor", "hit_points": 71, "hit_dice": "11d8+22", "speed": { "walk": 30 }, "strength": 20, "dexterity": 9, "constitution": 15, "intelligence": 12, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": 2, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, exhaustion, poisoned", "senses": "passive Perception 13", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The gearforged templar makes three attacks with its glaive." }, { "name": "Glaive", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "1d10" }, { "name": "Javelin", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Whirlwind (recharge 5-6)", "desc": "The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Defensive Zone", "desc": "The gearforged templar can make an opportunity attack when a creature enters its reach." }, { "name": "Onslaught", "desc": "As a bonus action, the gearforged can make a Shove attack." } ], "spell_list": [], "page_no": 210, "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_gearforged-templar/" }, { "slug": "grim-jester", "desc": "_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._ \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.” \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing. \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators. \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 7, "skills": { "acrobatics": 10, "deception": 9, "perception": 7, "performance": 9, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Joker's Shuffle (recharge 6)", "desc": "The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)." }, { "name": "Killing Joke (recharge 6)", "desc": "The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ridicule Hope (recharge 4-6)", "desc": "When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming" }, { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The jester has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 240, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_grim-jester/" }, { "slug": "kikimora", "desc": "_This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet._ \n**Filthy Illusions.** Kikimoras are devious house spirits who torment those they live with unless they are catered to and cajoled. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. \nThey love secretly breaking things or making such destruction seem like an accident. They then convince the house’s residents to leave gifts as enticement for making repairs in the night. \n**Brownie Hunters.** Kikimoras hate brownies. While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora‑infested homes with the intention of evicting them. \nIf homeowners refuse to appease the kikimora (or cannot rid themselves of her devious presence), the kikimora sends a swarm of spiders, rats, or bats. Many times inhabitants in a home plagued by a kikimora believe it is haunted. \n**Fast Talkers.** While they try to avoid notice and aren’t great talespinners, kikimoras are convincing and use this influence to gain an upper hand—or to evade capture or avoid violence.", "name": "Kikimora", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 13, "dexterity": 18, "constitution": 15, "intelligence": 12, "wisdom": 16, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 7, "persuasion": 7, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The kikimora makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Hidey-Hole", "desc": "When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi-permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The kikimora has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation\n\n3/day each: animal friendship, blinding smite, sleep\n\n1/day each: insect plague, major image" } ], "spell_list": [], "page_no": 260, "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_kikimora/" }, { "slug": "kot-bayun", "desc": "_This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator._ \nEnemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities. \n**Speaking Fey Cats.** These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years. \n**Sing to Sleep.** In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below. \n**Healing Poetry.** If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association. \nBefriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.", "name": "Kot Bayun", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 40, "climb": 20 }, "strength": 16, "dexterity": 16, "constitution": 13, "intelligence": 12, "wisdom": 16, "charisma": 17, "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": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The kot bayun makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d10" }, { "name": "Slumbering Song", "desc": "The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Folk Cure", "desc": "A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon." }, { "name": "Innate Spellcasting", "desc": "the kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\n3/day each: fog cloud, invisibility (self only)\n\n1/day: blink" } ], "spell_list": [], "page_no": 268, "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_kot-bayun/" }, { "slug": "likho", "desc": "_Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso._ \n**Ferocious Attitude.** Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet. \n**Jeers and Insults.** A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt. \n**Organ Eaters.** Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind.", "name": "Likho", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 16, "dexterity": 18, "constitution": 16, "intelligence": 13, "wisdom": 16, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 6, "skills": { "acrobatics": 7, "perception": 6, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Goblin, Void Speech", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The likho makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Disruptive Gaze", "desc": "As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pounce", "desc": "If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it." }, { "name": "Innate Spellcasting", "desc": "the likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: message\n\n3/day each: crown of madness, mirror image, ray of enfeeblement\n\n1/day: bestow curse" }, { "name": "Magic Resistance", "desc": "The likho has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 275, "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_likho/" }, { "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": "malakbel", "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._ \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human. \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale. \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.", "name": "Malakbel", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 40 }, "strength": 14, "dexterity": 17, "constitution": 19, "intelligence": 13, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, radiant, poison", "condition_immunities": "blinded, poisoned", "senses": "truesight 30 ft., passive Perception 17", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The malakbel makes two scorching blast attacks." }, { "name": "Scorching Blast", "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Searing Flare (Recharge 5-6)", "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion." }, { "name": "Teleport", "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blistering Radiance", "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap." }, { "name": "Distortion", "desc": "Ranged attacks against the malakbel have disadvantage." }, { "name": "Magic Resistance", "desc": "The malakbel has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 78, "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_malakbel/" }, { "slug": "mallqui", "desc": "_With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes._ \n**Cold Plateau Mummies.** The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days. \n**Undead Judges.** The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals. \n**Icons of Growth.** Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them. \n**Undead Nature.** A mallqui doesn’t require air, food, drink, or sleep.", "name": "Mallqui", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 20 }, "strength": 16, "dexterity": 9, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 5, "perception": null, "skills": { "history": 3, "insight": 6, "religion": 3 }, "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 13", "languages": "the languages it knew in life", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The mallqui can use its xeric aura and makes two attacks with its desiccating touch." }, { "name": "Desiccating Touch", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.", "attack_bonus": 7, "damage_dice": "5d6" }, { "name": "Xeric Aura", "desc": "All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it." }, { "name": "Xeric Blast", "desc": "Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate." }, { "name": "Innate Spellcasting", "desc": "the mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: druidcraft, produce flame\n\n4/day each: create or destroy water, entangle\n\n2/day: locate animals or plants\n\n1/day each: dispel magic, plant growth, wind wall" }, { "name": "Water Sensitivity", "desc": "the flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:\n\n- Splashed with a waterskin or equivalent: 1d10 damage\n\n- Attacked by creature made of water: Normal damage plus an extra 1d10 damage\n\n- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)\n\n- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)\n\nalternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above" } ], "spell_list": [], "page_no": 282, "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_mallqui/" }, { "slug": "mask-wight", "desc": "_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._ \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8+126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Common, Giant, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.", "attack_bonus": 11, "damage_dice": "3d8" }, { "name": "Enervating Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate" }, { "name": "Single-minded Purpose", "desc": "The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself." } ], "spell_list": [], "page_no": 285, "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_mask-wight/" }, { "slug": "ravenala", "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._ \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned. \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.", "name": "Ravenala", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "cold, fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The ravenala makes two slam attacks or two bursting pod attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bursting Pod", "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Lamenting Engulfment", "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ravenala has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns" }, { "name": "Green Walk", "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement." } ], "spell_list": [], "page_no": 321, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenala/" }, { "slug": "scheznyki", "desc": "_These small, vicious fey look like dirty, lazy dwarves dressed in burlap pants and shirts tied on with dirty twine and frayed rope. They are usually bootless with broken, dirty toenails and wearing rough burlap and leather tams as hats._ \n**Corrupted Dwarves.** Nicknamed “vanishers,” these small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the shadow fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. They live in drowned and abandoned mines, tumbledown ruins, and even in the tomb complexes of long‑departed priests and god-kings. \n**Magical Hats.** Their shadow fey masters have given them magical hats that allow them to fly and become invisible at will. These hats can be stolen and used by adventurers, but the scheznykis fight hard to retrieve them. \n**Arcane Beards.** If an adventurer can successfully grapple a scheznyki, they can attempt to cut the creature’s beard with a magical blade (the beard is AC 15 and has 5 hp). When an attacker successfully cuts off the beard, the scheznyki loses access to all spell-like and spell casting abilities—and the beard hair itself is valuable in making potion inks. \nIf the scheznyki loses its hat and beard at the same time, it falls into a deep, wasting coma and dies in 24 hours or when next exposed to sunlight. When this occurs, the scheznyki’s body crumbles into dust and blows away one round later. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers fully and immediately.", "name": "Scheznyki", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d6+72", "speed": { "walk": 20, "climb": 15 }, "strength": 19, "dexterity": 15, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 16, "strength_save": 10, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Darakhul, Elvish", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The scheznyki makes four war pick attacks or two hand crossbow attacks." }, { "name": "Heavy Pick", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Hand Crossbow", "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the scheznyki'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: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)\n\n5/day each: magic missile, ray of enfeeblement, silent image\n\n3/day each: locate object (radius 3,000 ft. to locate a vanisher hat), hideous laughter, web\n\n1/day each: dispel magic, dominate person, hold person" }, { "name": "Magic Resistance", "desc": "The scheznyki has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 339, "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_scheznyki/" }, { "slug": "shoggoth", "desc": "_A shoggoth is an intelligent, gelatinous blob that can reshape itself at will. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they’ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms._ \n**Constant Growth.** When in a spherical form, a shoggoth’s mass is enough to have a 10- to 15-foot diameter, though this is just an average size. Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed, and some shoggoths may shrink from starvation if they deplete a territory of resources. \n**Mutable Form.** A shoggoth can form eyes, mouths, tentacles, and other appendages as needed, though it lacks the control to truly polymorph into another creature’s shape and hold it.", "name": "Shoggoth", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 387, "hit_dice": "25d12+225", "speed": { "walk": 50, "climb": 30, "swim": 30 }, "strength": 26, "dexterity": 14, "constitution": 28, "intelligence": 12, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "fire, bludgeoning, piercing", "damage_immunities": "cold, thunder, slashing", "condition_immunities": "blinded, deafened, prone, stunned, unconscious", "senses": "darkvision 120 ft., tremorsense 60 ft., passive Perception 19", "languages": "Void Speech", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns." }, { "name": "Slam", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.", "attack_bonus": 14, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Anaerobic", "desc": "A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space." }, { "name": "Absorb Flesh", "desc": "The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body." }, { "name": "Amorphous", "desc": "A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing." }, { "name": "Hideous Piping", "desc": "The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round." }, { "name": "Keen Senses", "desc": "A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Rolling Charge", "desc": "If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth." } ], "spell_list": [], "page_no": 347, "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_shoggoth/" }, { "slug": "slow-storm", "desc": "_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._ \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain. \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm. \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack. \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.", "name": "Slow Storm", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 20, "dexterity": 19, "constitution": 22, "intelligence": 11, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": 9, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire", "damage_immunities": "lightning", "condition_immunities": "prone", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13", "languages": "Common, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.", "attack_bonus": 10, "damage_dice": "4d12" }, { "name": "Static Shock (Recharge 5-6)", "desc": "The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Wrack", "desc": "When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity." }, { "name": "Innate Spellcasting", "desc": "the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning" }, { "name": "Storm Form", "desc": "A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind." } ], "spell_list": [], "page_no": 353, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_slow-storm/" }, { "slug": "spectral-guardian", "desc": "_A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm._ \n**Worn Finery.** Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away. \n**Eternal Disgrace.** The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. \nAfter the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt. \n**Undead Nature.** A spectral guardian doesn’t require air, food, drink, or sleep.", "name": "Spectral Guardian", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 6, "dexterity": 18, "constitution": 18, "intelligence": 11, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13", "languages": "understands the languages it knew in life but can't speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The spectral guardian makes two spectral rend attacks." }, { "name": "Spectral Rend", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.", "attack_bonus": 7, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Tomb Bound", "desc": "The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect." }, { "name": "Withering Miasma", "desc": "A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest." }, { "name": "Variant: Arcane Guardian", "desc": "some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:\n\ncantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost\n\n1st level (4 slots): mage armor, ray of sickness\n\n2nd level (3 slots): darkness, scorching ray\n\n3rd level (3 slots): fear, slow, stinking cloud\n\n4th level (3 slots): blight, ice storm\n\n5th level (1 slot): cone of cold" } ], "spell_list": [], "page_no": 358, "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_spectral-guardian/" }, { "slug": "stuhac", "desc": "_This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone._ \n**Feigns Weakness.** Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets; throwing open its cloak, it proudly shows off woven layers of yellowed tendon and ligament. \n**Hideous Garments.** The stuhac’s most prized possessions are its “clutters,” garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhac meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. \nStuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters sever their victim’s vocal chords. \n**Devour Victims.** Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac’s presence. \nBecause female stuhacs have never been reported, some believe that these fiends mate with demons, hags, or lamias. Others believe stuhacs are part of a hideous malediction, a recipe for immortality that requires the subject to devour its own kind.", "name": "Stuhac", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d8+100", "speed": { "walk": 40, "climb": 40 }, "strength": 22, "dexterity": 18, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 15, "strength_save": 11, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": { "deception": 12 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire; bludgeoning and piercing from nonmagical attacks", "damage_immunities": "cold, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal; telepathy 100 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.", "attack_bonus": 11, "damage_dice": "4d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.", "attack_bonus": 11, "damage_dice": "5d8" }, { "name": "Hobble", "desc": "A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mountain Stride", "desc": "Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance." }, { "name": "Powerful Leap", "desc": "The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start." }, { "name": "Shapechanger", "desc": "The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form." } ], "spell_list": [], "page_no": 370, "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_stuhac/" }, { "slug": "tosculi-hive-queen", "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._ \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive. \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters. \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed. \n\n## A Tosculi Hive-Queen’s Lair\n\n \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row. \n\n## Regional Effects\n\n \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects: \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads. \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait: \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.", "name": "Tosculi Hive-Queen", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 40, "fly": 60 }, "strength": 17, "dexterity": 24, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 12, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Deep Speech, Gnoll, Infernal, Tosculi", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The hive-queen makes four scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 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": 12, "damage_dice": "1d6" }, { "name": "Glitter Dust", "desc": "The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Implant Egg", "desc": "The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Flight", "desc": "The hive-queen flies up to half its flying speed." }, { "name": "Stinger Attack", "desc": "The hive-queen makes one stinger attack." }, { "name": "Glitter Dust (Costs 2 Actions)", "desc": "The hive-queen uses Glitter Dust." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the hive-queen fails a saving throw, it can choose to succeed instead." }, { "name": "Hive Mind", "desc": "The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive." }, { "name": "Hive Queen Lair", "desc": "on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row." }, { "name": "Regional Effects", "desc": "the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days." } ], "spell_list": [], "page_no": 385, "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_tosculi-hive-queen/" }, { "slug": "vine-lord", "desc": "_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._ \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License", "name": "Vine Lord", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 16, "intelligence": 14, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 13", "languages": "Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Spore Sacs (1/week)", "desc": "The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Awaken the Green (1/Day)", "desc": "The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Green Strider", "desc": "The vine lord ignores movement restrictions and damage caused by natural undergrowth." }, { "name": "Magic Resistance", "desc": "The vine lord has advantage on saving throws against spells and other magical effects." }, { "name": "Regeneration", "desc": "The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle." }, { "name": "Root Mind", "desc": "Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised." } ], "spell_list": [], "page_no": 402, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vine-lord/" }, { "slug": "voidling", "desc": "_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._ \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng. \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery. \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.", "name": "Voidling", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "", "hit_points": 110, "hit_dice": "20d10", "speed": { "hover": true, "walk": 0, "fly": 50 }, "strength": 15, "dexterity": 22, "constitution": 10, "intelligence": 14, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 6, "wisdom_save": 7, "charisma_save": 4, "perception": null, "skills": { "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic", "condition_immunities": "exhaustion, petrified, prone", "senses": "truesight 60 ft., passive Perception 13", "languages": "telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The voidling makes 4 tendril attacks." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.", "attack_bonus": 10, "damage_dice": "1d8" }, { "name": "Necrotic Burst (Recharge 5-6)", "desc": "The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fed by Darkness", "desc": "A voidling in magical darkness at the start of its turn heals 5 hit points." }, { "name": "Magic Resistance", "desc": "The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage." }, { "name": "Innate Spellcasting", "desc": "the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity" }, { "name": "Natural Invisibility", "desc": "A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision." } ], "spell_list": [], "page_no": 404, "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_voidling/" }, { "slug": "weeping-treant", "desc": "_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._ \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move. \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire. \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive. \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.", "name": "Weeping Treant", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "10d12+40", "speed": { "walk": 30 }, "strength": 21, "dexterity": 8, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 11, "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": "bludgeoning and piercing", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The treant makes three slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d6" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Siege Monster", "desc": "The treant deals double damage to objects and structures." }, { "name": "Treespeech", "desc": "A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude." }, { "name": "Acidic Tears", "desc": "Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse." } ], "spell_list": [], "page_no": 388, "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_weeping-treant/" }, { "slug": "wormhearted-suffragan", "desc": "_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._ \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life. \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants. \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife. \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.", "name": "Wormhearted Suffragan", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": null, "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "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": null, "skills": { "medicine": 6, "religion": 3 }, "damage_vulnerabilities": "radiant", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack." }, { "name": "Helminth Infestation", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead" } ], "spell_list": [], "page_no": 410, "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_wormhearted-suffragan/" }, { "slug": "xhkarsh", "desc": "_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._ \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality. \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know. \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.", "name": "Xhkarsh", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural and mystic armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 50, "climb": 30 }, "strength": 17, "dexterity": 21, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 6, "skills": { "insight": 6, "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 16", "languages": "Common, Deep Speech, Undercommon", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The xhkarsh makes two claw attacks and two stinger attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Seize Strand", "desc": "The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time." }, { "name": "Invisibility", "desc": "The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 412, "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_xhkarsh/" }, { "slug": "zmey", "desc": "_Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight._ \nHunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector. \n**Claws of the Forest.** Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory. \n**Solitary Hunters.** Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent. \n**Three-Headed Rage.** Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage. \nWhen a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.", "name": "Zmey", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "18d12+72", "speed": { "walk": 30, "fly": 50, "swim": 30 }, "strength": 22, "dexterity": 13, "constitution": 19, "intelligence": 16, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 6, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "blindsight 60 ft., darkvision 90 ft., passive Perception 18", "languages": "Common, Draconic, Elvish, Sylvan", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The zmey makes one bite attack per head and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The zmey can take 1 legendary action per head, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Bite", "desc": "The zmey makes a bite attack." }, { "name": "Tail Attack", "desc": "The zmey makes a tail attack." }, { "name": "Trample", "desc": "The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The zmey can breathe air and water." }, { "name": "Lake Leap", "desc": "A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving." }, { "name": "Legendary Resistance (1/Day)", "desc": "If the zmey fails a saving throw, it can count it as a success instead." }, { "name": "Multiheaded", "desc": "The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies." }, { "name": "Regeneration", "desc": "The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head." }, { "name": "Spawn Headling", "desc": "The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation." } ], "spell_list": [], "page_no": 416, "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_zmey/" }, { "slug": "zmey-headling", "desc": "A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads. \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.", "name": "Zmey Headling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 20 }, "strength": 16, "dexterity": 10, "constitution": 1, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The zmey headline makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The zmey headling can breathe air and water." }, { "name": "Regeneration", "desc": "The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 417, "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_zmey-headling/" }, { "slug": "centaur_bf", "desc": "", "name": "Centaur", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 63, "hit_dice": "", "speed": { "walk": 50 }, "strength": 18, "dexterity": 14, "constitution": 14, "intelligence": 8, "wisdom": 16, "charisma": 10, "strength_save": 4, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": -1, "wisdom_save": 3, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Elvish,Sylvan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The centaur makes one Hooves attack and one Pike attack, or it makes three Longbow attacks." }, { "name": "Hooves", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage." }, { "name": "Pike", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 9 (1d10+4) piercing damage." }, { "name": "Longbow", "desc": "_Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 6 (1d8+2) piercing damage." } ], "bonus_actions": [], "reactions": [ { "name": "Defensive Kick", "desc": "When a creature the centaur can see within 5 feet of it hits it with an attack, the centaur can kick the attacker. The attacker must succeed on a DC 14 STR save or be knocked prone or pushed up to 5 feet away from the centaur (the centaur's choice)." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Monstrosity Resilience", "desc": "The centaur is resistant to exhaustion and to the frightened condition." }, { "name": "Trampling Charge", "desc": "If the centaur moves at least 30 feet straight toward a creature and then hits it with a Pike attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the centaur can make one Hooves attack against it as a bonus action." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_centaur/" }, { "slug": "cultist_fanatic_bf", "desc": "", "name": "Cultist, Fanatic", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 14, "armor_desc": "studded leather", "hit_points": 60, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 16, "charisma": 16, "strength_save": 0, "dexterity_save": 2, "constitution_save": 1, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 3, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Dark Devotion", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "any one language (usually Common)", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The fanatic makes two Sacrificial Dagger or Unholy Bolt attacks." }, { "name": "Sacrificial Dagger", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4+2) slashing damage plus 7 (2d6) fire damage or necrotic damage (the fanatic's choice). If the target is paralyzed, prone, stunned, or unconscious, it takes an extra 2 (1d4) slashing damage." }, { "name": "Unholy Bolt", "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (2d6+3) fire damage or necrotic damage (the fanatic's choice)." }, { "name": "Spellcasting", "desc": "The fanatic casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: _light_, _thaumaturgy_<br>3/day each: _bane_, _command_<br>2/day: _hold_" } ], "bonus_actions": [ { "name": "Unholy Brand (Recharge 5-6)", "desc": "One creature the fanatic can see within 30 feet of it must succeed on a DC 13 CHA save or be marked with an unholy brand until the start of the fanatic's next turn. While the creature is branded, Fiends and cultists have advantage on attack rolls against it." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Dark Devotion", "desc": "The fanatic is resistant to the charmed and frightened conditions." }, { "name": "Unholy Weapons", "desc": "The fanatic's weapons are coated in dark, magical flames. When the fanatic hits with any weapon, the weapon deals an extra 2d6 fire damage or necrotic damage (included in the attack), the fanatic's choice." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_cultist-fanatic/" }, { "slug": "doppelganger_bf", "desc": "", "name": "Doppelganger", "size": "medium", "type": "Monstrosity", "subtype": "Shapechanger", "group": null, "alignment": "", "armor_class": 14, "armor_desc": null, "hit_points": 80, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 18, "constitution": 14, "intelligence": 10, "wisdom": 16, "charisma": 18, "strength_save": 0, "dexterity_save": 4, "constitution_save": 2, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 4, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "charmed", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Common,telepathy 60 ft.", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The doppelganger makes two Slam or Psychic Bolt attacks." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage." }, { "name": "Psychic Bolt", "desc": "_Ranged Spell Attack:_ +4 to hit, range 60 ft., one target. _Hit:_ 13 (2d10+2) psychic damage." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The doppelganger transforms into a Small or Medium Humanoid it has seen or back into its true form, which is Monstrosity. Its statistics, other than its size and speed, 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": "Read Thoughts", "desc": "The doppelganger magically reads the surface thoughts - what is foremost in the mind at the moment - of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading the target's thoughts until its concentration is broken (as if concentrating on a spell) or it uses Read Thoughts on a different target." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Convincing Mimicry (Humanoid Form Only)", "desc": "The doppelganger can mimic any Humanoid's body and voice it has seen and heard nearly perfectly. A creature very familiar with the individual Humanoid the doppelganger is pretending to be can tell the doppelganger is an imitation with a successful DC 20 WIS (Insight) check." }, { "name": "Revealed Intentions", "desc": "While reading a creature's mind, the doppelganger has advantage on CHA checks against the creature, knows the creature's current mood, and knows if the creature speaks a lie. In addition, the doppelganger has advantage on attack rolls against the creature." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_doppelganger/" }, { "slug": "druid_bf", "desc": "", "name": "Druid", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 11, "armor_desc": "16 with barkskin", "hit_points": 66, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 12, "constitution": 12, "intelligence": 12, "wisdom": 16, "charisma": 10, "strength_save": 0, "dexterity_save": 1, "constitution_save": 1, "intelligence_save": 1, "wisdom_save": 3, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Druidic plus any two languages", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The druid makes two Flowering Quarterstaff or Poison Bolt attacks." }, { "name": "Flowering Quarterstaff", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage plus 5 (2d4) poison damage." }, { "name": "Poison Bolt", "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (3d4+3) poison damage." }, { "name": "Spellcasting", "desc": "The druid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: druidcraft, speak with animals<br>3/day each: _entangle_, _cure wounds_, _thunderwave_<br>2/day each: _barkskin_, _spike growth_" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The druid magically transforms into a Medium or smaller Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the druid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_druid/" }, { "slug": "ettercap_bf", "desc": "", "name": "Ettercap", "size": "medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": null, "hit_points": 54, "hit_dice": "", "speed": { "walk": 30, "climb": 30 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 4, "wisdom": 16, "charisma": 8, "strength_save": 0, "dexterity_save": 3, "constitution_save": 1, "intelligence_save": -3, "wisdom_save": 3, "charisma_save": -1, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "poison,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The ettercap makes one Bite attack and one Claws attack, or it makes two Spit Poison attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 CON save or be poisoned for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage." }, { "name": "Spit Poison", "desc": "_Ranged Weapon Attack:_ +5 to hit, range 20/60 ft., one target. _Hit:_ 11 (2d8+3) poison damage." } ], "bonus_actions": [ { "name": "Web (Recharge 4-6)", "desc": "The ettercap launches a gob of webbing at one creature it can see within 30 feet of it. The target must succeed on a DC 13 DEX save or be restrained. A creature, including the restrained target, can take its action to free the target from the webbing by succeeding on a DC 13 STR check. The webbing can also be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Monstrosity Resilience", "desc": "The ettercap is resistant to exhaustion and to the frightened condition." }, { "name": "Spider Climb", "desc": "The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Web Sense", "desc": "While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web." }, { "name": "Web Walker", "desc": "The ettercap ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ettercap/" }, { "slug": "frost_giant_bf", "desc": "", "name": "Frost Giant", "size": "huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 166, "hit_dice": "", "speed": { "walk": 40 }, "strength": 22, "dexterity": 14, "constitution": 26, "intelligence": 8, "wisdom": 16, "charisma": 18, "strength_save": 6, "dexterity_save": 2, "constitution_save": 8, "intelligence_save": -1, "wisdom_save": 3, "charisma_save": 4, "perception": 13, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "blinded,Giant Attributes", "damage_immunities": "cold", "condition_immunities": "", "senses": "-", "languages": "Common,Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two Icy Greataxe or Ice Boulder attacks." }, { "name": "Icy Greataxe", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 25 (3d12+6) slashing damage plus 4 (1d8) cold damage." }, { "name": "Ice Boulder", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 60/240 ft., one target. _Hit:_ 18 (3d10+2) bludgeoning damage plus 9 (2d8) cold damage." }, { "name": "Avalanche (Recharge 5-6)", "desc": "The frost giant sends out a wave of snow in a 30-foot cone. Each creature in that area must make a DC 16 DEX save. On a failure, a creature takes 14 (4d6) bludgeoning damage and 18 (4d8) cold damage and is buried. On a success, a creature takes half the damage and isn't buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 16 STR check." } ], "bonus_actions": [ { "name": "Wintry Blast", "desc": "A blast of wintry air extends in a 30-foot line that is 5 feet wide from the frost giant's outstretched hand. Each creature in the line must succeed on a DC 16 CON save or its speed is halved until the end of its next turn. A creature that fails the save by 5 or more is petrified in ice for 1 hour or until a creature spends 1 minute warming the petrified creature." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The frost giant is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Ice Walk", "desc": "The frost giant can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Snowsight", "desc": "The frost giant can see through areas obscured by snowfall, sleet, and other wintry precipitation without penalty." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_frost-giant/" }, { "slug": "ghost_bf", "desc": "", "name": "Ghost", "size": "medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 68, "hit_dice": "", "speed": { "walk": 0, "fly": 40, "hover": true }, "strength": 6, "dexterity": 14, "constitution": 10, "intelligence": 10, "wisdom": 16, "charisma": 18, "strength_save": -2, "dexterity_save": 2, "constitution_save": 0, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 4, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid,fire,lightning,thunder; bludgeoning,piercing,and slashing from nonmagical attacks", "damage_immunities": "cold,necrotic,charmed,frightened,grappled,paralyzed,petrified,prone,restrained,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "any languages it knew in life", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The ghost makes two Withering Touch or Telekinetic Throw attacks." }, { "name": "Withering Touch", "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage." }, { "name": "Telekinetic Throw", "desc": "_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 17 (6d4+2) bludgeoning, piercing, or slashing damage, depending on the type of object thrown. The ghost can throw only Small or smaller objects within range that aren't being worn or carried." }, { "name": "Horrify (Recharge 5-6)", "desc": "The ghost speaks a haunting phrase, reveals the wounds from its death, or performs some other expression to scare creatures in a 30-foot cone. Each creature in that area must make a DC 14 WIS save. On a failure, a creature takes 21 (6d6) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened. A creature that fails the save by 5 or more increases its age in years by 10 percent, rounded up. This aging can be reversed with a greater restoration spell or similar magic, but only within 24 hours of the aging occurring." } ], "bonus_actions": [ { "name": "Etherealness", "desc": "The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Ethereal Plane, and vice versa, yet it can't affect or be affected by anything on the other plane." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ethereal Sight", "desc": "The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." }, { "name": "Incorporeal Movement", "desc": "The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Undead Nature", "desc": "The ghost doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The ghost is immune to poison damage, to exhaustion, and to the poisoned condition." }, { "name": "Unfinished Business", "desc": "Unless its unfinished business is fulfilled, a destroyed ghost returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died. If presented with an object or piece of information related to its unfinished business, the ghost must succeed on a DC 13 WIS save or be incapacitated until the end of its next turn. After it has been incapacitated by a particular source, the ghost can't be incapacitated by that same source again for 24 hours. If presented with everything it needs to complete its unfinished business, the ghost permanently dies after completing it." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ghost/" }, { "slug": "hell_hound_bf", "desc": "", "name": "Hell Hound", "size": "medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "", "speed": { "walk": 50 }, "strength": 20, "dexterity": 12, "constitution": 14, "intelligence": 6, "wisdom": 16, "charisma": 6, "strength_save": 5, "dexterity_save": 1, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -2, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire,charmed,frightened", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands Infernal but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The hell hound makes two Bite attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 7 (2d6) fire damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The hound exhales fire in a 15foot cone. Each creature in that area must make a DC 13 DEX save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Pack Tactics", "desc": "The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Prey Sense", "desc": "The hound can pinpoint, by scent, the location of Medium and smaller creatures within 30 feet of it." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hell-hound/" }, { "slug": "hippogriff_bf", "desc": "", "name": "Hippogriff", "size": "large", "type": "Monstrosity", "subtype": "Animal", "group": null, "alignment": "", "armor_class": 11, "armor_desc": null, "hit_points": 44, "hit_dice": "", "speed": { "walk": 40, "fly": 60 }, "strength": 16, "dexterity": 12, "constitution": 12, "intelligence": 2, "wisdom": 16, "charisma": 8, "strength_save": 3, "dexterity_save": 1, "constitution_save": 1, "intelligence_save": -4, "wisdom_save": 3, "charisma_save": -1, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The hippogriff makes one Beak attack and one Claws attack." }, { "name": "Beak", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10+3) piercing damage." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage." } ], "bonus_actions": [ { "name": "Dive (Recharge 5-6)", "desc": "While flying, the hippogriff dives onto a creature below it. The hippogriff moves at least 20 feet in a straight line toward a creature it can see. The target must succeed on a DC 13 STR save or take 7 (2d6) bludgeoning damage and be knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Sight", "desc": "The hippogriff's Perception is 18 when perceiving by sight." }, { "name": "Monstrosity Resilience", "desc": "The hippogriff is resistant to exhaustion and to the frightened condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hippogriff/" }, { "slug": "lizardfolk_bf", "desc": "", "name": "Lizardfolk", "size": "medium", "type": "Humanoid", "subtype": "", "group": "Lizardfolk", "alignment": "", "armor_class": 15, "armor_desc": "natural armor, shield", "hit_points": 22, "hit_dice": "", "speed": { "walk": 30, "climb": 15, "swim": 30 }, "strength": 14, "dexterity": 10, "constitution": 12, "intelligence": 6, "wisdom": 16, "charisma": 6, "strength_save": 2, "dexterity_save": 0, "constitution_save": 1, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -2, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The lizardfolk makes one Bite attack and one Heavy Club attack, or it makes two Javelin attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage." }, { "name": "Heavy Club", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) bludgeoning damage." }, { "name": "Javelin", "desc": "_Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 5 (1d6+2) piercing damage." } ], "bonus_actions": [], "reactions": [ { "name": "Shoving Counter", "desc": "If a creature misses the lizardfolk with an attack and the lizardfolk is wielding a shield, the lizardfolk can shove its shield into the creature. The attacker must succeed on a DC 12 STR save or be pushed up to 10 feet away from the lizardfolk and knocked prone." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Smell and Taste", "desc": "The lizardfolk's Perception is 18 when perceiving by smell or taste." }, { "name": "Hold Breath", "desc": "The lizardfolk can hold its breath for 15 minutes." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_lizardfolk/" }, { "slug": "minotaur_bf", "desc": "", "name": "Minotaur", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 80, "hit_dice": "", "speed": { "walk": 40 }, "strength": 22, "dexterity": 10, "constitution": 16, "intelligence": 6, "wisdom": 16, "charisma": 8, "strength_save": 6, "dexterity_save": 0, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -1, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Abyssal", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The minotaur makes one Gore attack and one Greataxe attack." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage." }, { "name": "Greataxe", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage." } ], "bonus_actions": [ { "name": "Bleeding Frenzy (44 HP or Fewer)", "desc": "The minotaur enters a frenzy until the start of its next turn. Until the frenzy ends, the minotaur deals an extra 3 (1d6) damage of the weapon's type each time it hits with a melee weapon attack, and the minotaur takes an extra 3 (1d6) damage of the weapon's type the first time it is hit with a melee weapon attack before the frenzy ends." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Charge", "desc": "If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the minotaur and knocked prone." }, { "name": "Labyrinthine Recall", "desc": "The minotaur can perfectly recall any path it has traveled." }, { "name": "Monstrosity Resilience", "desc": "The minotaur is resistant to exhaustion and to the frightened condition." }, { "name": "Reckless", "desc": "At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn." }, { "name": "Siege Monster", "desc": "The minotaur deals double damage to objects and structures." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_minotaur/" }, { "slug": "mycolid_commoner_bf", "desc": "", "name": "Mycolid Commoner", "size": "small", "type": "Plant", "subtype": "", "group": "Mycolids", "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 21, "hit_dice": "", "speed": { "walk": 15 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 6, "wisdom": 16, "charisma": 4, "strength_save": 0, "dexterity_save": 2, "constitution_save": 0, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "poison,Plant Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "keensense 120 ft. (can't sense beyond this radius)", "languages": "understands Sylvan but can't speak,telepathy 30 ft.", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Gardening Pick", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) piercing damage plus 5 (2d4) poison damage." }, { "name": "Slowing Spores (Recharge 5-6)", "desc": "The mycolid ejects slowing spores from its body. Each creature that isn't a mycolid within 5 feet of the mycolid must make a DC 13 WIS save. On a failure, a creature takes 5 (2d4) poison damage and is slowed until the end of its next turn. On a success, a creature takes half the damage and isn't slowed. A slowed creature's speed is halved, and it can't take reactions." } ], "bonus_actions": [ { "name": "Fetid Feast", "desc": "The mycolid draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains 5 (2d4) HP. The mycolid can't use Fetid Feast on a pile of carrion or vegetation if it or another mycolid has already used Fetid Feast on that pile." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fungal Toxicity", "desc": "A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 1 hour. If the poison isn't neutralized before 1 hour has passed, the creature must succeed on a DC 13 CON save, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one." }, { "name": "Mycolid Connection", "desc": "The mycolid can pinpoint the location of each friendly mycolid within 120 feet of it. In addition, its telepathy range increases to 120 feet when communicating with other mycolids." }, { "name": "Plant Resilience", "desc": "The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_mycolid-commoner/" }, { "slug": "pseudodragon_bf", "desc": "", "name": "Pseudodragon", "size": "tiny", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 12, "hit_dice": "", "speed": { "walk": 15, "fly": 60 }, "strength": 6, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 16, "charisma": 10, "strength_save": -2, "dexterity_save": 2, "constitution_save": 1, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "poison,poisoned", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., keensense 10 ft.", "languages": "understands Common and Draconic but can't speak", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Bite", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) piercing damage." }, { "name": "Sting", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4+2) piercing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 CON save or be poisoned for 1 hour. If the creature fails the save by 5 or more, it falls unconscious while poisoned in this way, or until it takes damage or another creature uses an action to shake it awake." }, { "name": "Puff of Smoke (1/Day)", "desc": "The pseudodragon exhales a cloud of smoke in a 10-foot-radius sphere centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Senses", "desc": "The pseudodragon's Perception is 18 when perceiving by sight, hearing, or smell." }, { "name": "Magic Resistance", "desc": "The pseudodragon has advantage on saves against spells and other magical effects." }, { "name": "Limited Telepathy", "desc": "The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_pseudodragon/" }, { "slug": "roper_bf", "desc": "", "name": "Roper", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 111, "hit_dice": "", "speed": { "walk": 15, "climb": 10 }, "strength": 24, "dexterity": 8, "constitution": 16, "intelligence": 6, "wisdom": 16, "charisma": 6, "strength_save": 7, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -2, "perception": 16, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The roper makes one Bite attack and three Grasping Tendril attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 22 (4d8+4) piercing damage." }, { "name": "Grasping Tendril", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 50 ft., one creature. _Hit:_ 6 (1d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on STR checks and STR saves, and the roper can't use the same Grasping Tendril on another target. A creature immune to the poisoned condition doesn't have disadvantage on STR checks and STR saves from the tendril." } ], "bonus_actions": [ { "name": "Reel", "desc": "The roper pulls each creature grappled by it up to 25 feet straight toward it." } ], "reactions": [ { "name": "Snapping Tendril", "desc": "When a Grasping Tendril that is grappling a creature is destroyed, the roper can quickly pull the remains of that tendril back to it with a whipping snap. Each creature within 10 feet of the roper must succeed on a DC 15 DEX save or be knocked prone." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Climbing Tendrils", "desc": "If at least four of the roper's Grasping Tendrils aren't grappling creatures, the roper has a climbing speed of 30 feet." }, { "name": "False Appearance", "desc": "While the roper remains motionless, it is indistinguishable from a normal conical or spire-like cave formation, such as a stalagmite or stalactite." }, { "name": "Grasping Tendrils", "desc": "The roper can have up to six Grasping Tendrils at a time. Each Grasping Tendril can be attacked (AC 20; 10 HP; vulnerable to thunder damage; immune to poison and psychic damage). Destroying a Grasping Tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A Grasping Tendril can also be broken if a creature takes an action and succeeds on a DC 15 STR check against it." }, { "name": "Monstrosity Resilience", "desc": "The roper is resistant to exhaustion and to the frightened condition." }, { "name": "Spider Climb", "desc": "The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_roper/" }, { "slug": "scout_bf", "desc": "", "name": "Scout", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 25, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 16, "charisma": 10, "strength_save": 0, "dexterity_save": 2, "constitution_save": 1, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "any one language (usually Common)", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The scout makes two Shortsword or Shortbow attacks." }, { "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, ranged 80/320 ft., one target. _Hit:_ 5 (1d6+2) piercing damage." } ], "bonus_actions": [ { "name": "Escape to Report", "desc": "The scout takes the Dash or Disengage action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Hearing and Sight", "desc": "The scout's Perception is 18 when perceiving by hearing or sight." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_scout/" }, { "slug": "star_crow_bf", "desc": "", "name": "Star Crow", "size": "tiny", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 12, "hit_dice": "", "speed": { "walk": 20, "fly": 60, "hover": true }, "strength": 6, "dexterity": 16, "constitution": 12, "intelligence": 1, "wisdom": 16, "charisma": 1, "strength_save": -2, "dexterity_save": 3, "constitution_save": 1, "intelligence_save": -5, "wisdom_save": 3, "charisma_save": -5, "perception": 13, "skills": {}, "damage_vulnerabilities": "poison", "damage_resistances": "Aberrant Resilience", "damage_immunities": "psychic,radiant,blinded,exhaustion,prone", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "-", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Radiant Touch", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) radiant damage, and the star crow attaches to the target. While attached, the star crow can use only the Thought Share action and Blinding Burst bonus action, and it moves with the target whenever the target moves, requiring none of the star crow's movement. The star crow can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the star crow by succeeding on a DC 13 STR check." }, { "name": "Thought Share", "desc": "The star crow learns some of the attached target's memories, and the attached target experiences a rapid sequence of memories from other creatures the star crow has encountered. The target takes 5 (2d4) psychic damage and must succeed on a DC 13 CHA save or be stunned until the end of its next turn." } ], "bonus_actions": [ { "name": "Blinding Burst (Recharge 5-6)", "desc": "The star crow dims then suddenly bursts with blinding light. Each creature within 30 feet of the star crow must succeed on a DC 13 CON save or be blinded until the end of its next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The star crow is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Illumination", "desc": "The star crow sheds bright light in a 20-foot radius and dim light for an additional 20 feet." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_star-crow/" }, { "slug": "vampire_spawn_bf", "desc": "", "name": "Vampire Spawn", "size": "medium", "type": "Undead", "subtype": "", "group": "Vampires", "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "", "speed": { "walk": 30, "climb": 30 }, "strength": 16, "dexterity": 22, "constitution": 16, "intelligence": 10, "wisdom": 16, "charisma": 12, "strength_save": 3, "dexterity_save": 6, "constitution_save": 3, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 1, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "Vampiric Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vampire spawn makes two Claw attacks. It can replace one attack with a Draining Bite attack. If both Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 14)." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4+3) slashing damage plus 10 (3d6) necrotic damage." }, { "name": "Draining Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 8 (2d4+3) piercing damage plus 10 (3d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0." } ], "bonus_actions": [ { "name": "Call Blood", "desc": "The vampire calls to the blood within one injured creature it can see within 10 feet of it, causing blood to pour from the creature's wounds. If the target doesn't have all its HP, it must make a DC 14 CON save, losing 7 (2d6) HP on a failed save, or losing half as much HP on a successful one. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed the save." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hungry Dead Nature", "desc": "As the **vampire**." }, { "name": "Regeneration", "desc": "The vampire spawn regains 10 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Resting Place", "desc": "As the **vampire**." }, { "name": "Spider Climb", "desc": "As the **vampire**." }, { "name": "Vampire Weaknesses", "desc": "As the **vampire**." }, { "name": "Vampiric Resilience", "desc": "The vampire is immune to exhaustion." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_vampire-spawn/" }, { "slug": "willowisp_bf", "desc": "", "name": "Will-o'-Wisp", "size": "tiny", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "Ephemeral", "hit_points": 31, "hit_dice": "", "speed": { "walk": 0, "fly": 50, "hover": true }, "strength": 1, "dexterity": 18, "constitution": 10, "intelligence": 12, "wisdom": 16, "charisma": 10, "strength_save": -5, "dexterity_save": 4, "constitution_save": 0, "intelligence_save": 1, "wisdom_save": 3, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid,cold,fire,necrotic,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "lightning,grappled,paralyzed,prone,restrained,unconscious,Undead Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "the languages it knew in life", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The will-o'-wisp makes two Shock attacks." }, { "name": "Shock", "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) lightning damage." }, { "name": "Invisibility", "desc": "The will-o'-wisp and its light magically become invisible until it attacks or uses its Beckon, or until its concentration ends (as if concentrating on a spell)." } ], "bonus_actions": [ { "name": "Beckon", "desc": "The will-o'-wisp pulses its lightly gently toward one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or use its reaction to move up to its speed toward the will-o'-wisp by the most direct route. It doesn't avoid opportunity attacks or damaging terrain when moving." } ], "reactions": [ { "name": "Consume Life", "desc": "When a creature the will-o'-wisp can see within 15 feet of it is reduced to 0 HP, the will-o'-wisp can consume some of that creature's fading life. The will-o'-wisp gains 7 (2d6) temporary HP, and the creature has disadvantage on the next death save it makes before the end of the wisp's next turn." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ephemeral", "desc": "The will-o'-wisp can't wear or carry anything. In addition, it adds its WIS modifier to its AC (included above)." }, { "name": "Incorporeal Movement", "desc": "The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Variable Illumination", "desc": "The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action." }, { "name": "Undead Nature", "desc": "The will-o'-wisp doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The will-o'-wisp is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_will-o-wisp/" }, { "slug": "young_brass_dragon_bf", "desc": "", "name": "Young Brass Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "", "speed": { "walk": 40, "burrow": 20, "fly": 80 }, "strength": 18, "dexterity": 16, "constitution": 22, "intelligence": 12, "wisdom": 16, "charisma": 20, "strength_save": 4, "dexterity_save": 3, "constitution_save": 6, "intelligence_save": 1, "wisdom_save": 3, "charisma_save": 5, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Sleep Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Sleep Breath (Recharge 6)", "desc": "The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 CON save or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Suffocating Heat", "desc": "After the brass dragon uses its Fire Breath, the air around it is devoid of moisture and lacking in breathable air. While the dragon's Fire Breath is unavailable, each creature that requires air to breathe, other than the dragon, and that starts its turn within 10 feet of the dragon must succeed on a DC 14 CON save or begin suffocating. A creature that fails this save for two consecutive rounds falls unconscious until it takes damage or another creature uses an action to wake it." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_young-brass-dragon/" }, { "slug": "aboleth", "desc": "", "name": "Aboleth", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "walk": 10, "swim": 40 }, "strength": 21, "dexterity": 9, "constitution": 15, "intelligence": 18, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": null, "perception": 10, "skills": { "history": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Deep Speech, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The aboleth makes three tentacle attacks." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.", "attack_bonus": 9, "damage_dice": "2d6", "damage_bonus": 5 }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "3d6", "damage_bonus": 5 }, { "name": "Enslave (3/day)", "desc": "The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\nWhenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The aboleth makes a Wisdom (Perception) check." }, { "name": "Tail Swipe", "desc": "The aboleth makes one tail attack." }, { "name": "Psychic Drain (Costs 2 Actions)", "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The aboleth can breathe air and water." }, { "name": "Mucous Cloud", "desc": "While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater." }, { "name": "Probing Telepathy", "desc": "If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature." } ], "spell_list": [], "page_no": 261, "environments": [ "Underdark", "Sewer", "Caverns", "Plane Of Water", "Water" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/aboleth.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_aboleth/" }, { "slug": "adult-blue-dragon", "desc": "", "name": "Adult Blue Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": "Blue Dragon", "alignment": "lawful evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "walk": 40, "burrow": 30, "fly": 80 }, "strength": 25, "dexterity": 10, "constitution": 23, "intelligence": 16, "wisdom": 15, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 12, "skills": { "perception": 12, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22", "languages": "Common, Draconic", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.", "attack_bonus": 12, "damage_dice": "2d10+1d10", "damage_bonus": 7 }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "2d6", "damage_bonus": 7 }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d8", "damage_bonus": 7 }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "12d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 283, "environments": [ "Desert", "Coastal" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_adult-blue-dragon/" }, { "slug": "adult-bronze-dragon", "desc": "", "name": "Adult Bronze Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": "Bronze Dragon", "alignment": "lawful good", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 212, "hit_dice": "17d12+102", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 25, "dexterity": 10, "constitution": 23, "intelligence": 16, "wisdom": 15, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 12, "skills": { "insight": 7, "perception": 12, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22", "languages": "Common, Draconic", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.", "attack_bonus": 12, "damage_dice": "2d10", "damage_bonus": 7 }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "2d6", "damage_bonus": 7 }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d8", "damage_bonus": 7 }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.", "attack_bonus": 0, "damage_dice": "12d10" }, { "name": "Change Shape", "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 294, "environments": [ "Desert", "Coastal", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_adult-bronze-dragon/" } ] }{ "count": 3207, "next": "