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=42
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-wisdom&page=43", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-wisdom&page=41", "results": [ { "slug": "keelbreaker-crab", "desc": "Three figureheads rise from the tattered sails and anchor chain that drape the crab’s carapace. As the behemoth clacks its claws, the maidens depicted on the figureheads begin to wail._ \nFew monsters strike more fear into the hearts of sailors than the keelbreaker crab. These enormous crustaceans prey on ships caught in shallow water and decorate their shells with the wreckage left behind. Keelbreaker crabs are drawn to ships carrying magical cargo, as well as to the enchanted, living figureheads that often adorn such vessels. \n**Living Figureheads.** The wails of a keelbreaker’s figureheads drive most who hear them mad. However, a figurehead recovered intact from a crab might be convinced to reveal the location of a hidden treasure or even chart a course to the native harbor of the ship it formerly adorned.", "name": "Keelbreaker Crab", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d12+60", "speed": { "walk": 40, "swim": 40 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 15", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The crab can use its Wail. It then makes two pincer attacks." }, { "name": "Pincer", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. The crab has two claws, each of which can grapple only one target.", "attack_bonus": 8, "damage_dice": "3d8+4" }, { "name": "Wail", "desc": "As long as at least one if its living figureheads remains intact, the keelbreaker crab can cause the figurehead to wail. Roll a d6 and consult the following table to determine the wail.\n\n| d6 | Wail |\n|----|------|\n| 1-2 | Frightening Wail. Each creature within 60 feet who can hear the crab must succeed on a DC 16 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 keelbreaker crab's Frightening Wail for the next 24 hours. |\n| 3-4 | Maddening Wail. Each creature within 60 feet who can hear the crab must succeed on a DC 16 Wisdom saving throw or take 18 (4d8) psychic damage. |\n| 5-6 | Stunning Wail. Each creature within 60 feet who can hear the crab must make a DC 16 Constitution saving throw. On a failure, a creature takes 9 (2d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. |" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The crab can breathe air and water." }, { "name": "Living Figureheads", "desc": "Three magical figureheads adorn the crab's back. While at least one figurehead remains intact, the crab has advantage on Wisdom (Perception) checks and can use its Wail.\n\nEach figurehead is an object with AC 15, 20 hp, resistance to bludgeoning and piercing damage, and immunity to poison and psychic damage. If all the figureheads are reduced to 0 hp, the keelbreaker crab can't use its Wail action. Damaging a figurehead does not harm the crab." }, { "name": "Siege Monster", "desc": "The crab deals double damage to objects and structures." } ], "spell_list": [], "page_no": 226, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_keelbreaker-crab/" }, { "slug": "kelp-drake", "desc": "The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws._ \n**Avarice and Opportunity.** Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects. \n**Drawn to Disaster.** Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like Open Game License", "name": "Kelp Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "swim": 50, "walk": 20 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 7, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 6, "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Deathroll", "desc": "The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water." }, { "name": "Binding Bile (Recharge 6)", "desc": "The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aggressive", "desc": "As a bonus action, the drake can move up to its speed toward a hostile creature that it can see." }, { "name": "Limited Amphibiousness", "desc": "The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation." } ], "spell_list": [], "page_no": 227, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_kelp-drake/" }, { "slug": "kezai", "desc": "This creature looks much like a human-sized scorpion with wide, laced wings. The tip of its curled tail holds numerous barbs that drip sticky poison._ \n**Chemical Killing Machine.** The kezai is a creature that lives in hot climates and wages a chemical war on anything that opposes it. It emits a foul poison from its tail, coating the barbs that it hurls at enemies. If this wasn’t deadly enough, it naturally produces a thin, flammable gas that it can ignite with a searing chemical produced in a gland near its mandibles. Fortunately for those who come across the kezai, the gland is slow-acting and takes time to produce the chemical necessary to ignite the gas.", "name": "Kezai", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 67, "hit_dice": "9d8+27", "speed": { "walk": 30, "fly": 50 }, "strength": 13, "dexterity": 18, "constitution": 16, "intelligence": 4, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The kezai makes three attacks: one with its poison barb and two with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Poison Barb", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While poisoned in this way, the creature takes 3 (1d6) poison damage at the start of each of its turns.", "attack_bonus": 6, "damage_dice": "1d4+4" }, { "name": "Searing Acid (Recharge 6)", "desc": "The kezai's mandibles drip a searing acid, instantly igniting the gas around it. Each creature within 20 feet of the kezai must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The kezai's Nauseous Gas trait becomes inactive for 1 minute. The kezai can't use Searing Gas unless Nauseous Gas has been active for at least 1 minute." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Nauseous Gas", "desc": "The kezai produces a faint, nauseating gas. Any creature that starts its turn within 20 feet of the kezai must succeed on a DC 14 Constitution saving throw or take 2 (1d4) poison damage. The area within 20 feet of the kezai is lightly obscured by the thin gas." } ], "spell_list": [], "page_no": 228, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_kezai/" }, { "slug": "kobold-spellclerk", "desc": "The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers._ \n**Agents of the Empire.** Kobold spellclerks work primarily as messengers and agents of the spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies. \n**Trusted Messengers.** Kobold spellclerks are often granted the use of magic items that aid in encryption and message-sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities.", "name": "Kobold Spellclerk", "size": "Small", "type": "Humanoid", "subtype": "kobold", "group": null, "alignment": "lawful neutral", "armor_class": 12, "armor_desc": null, "hit_points": 21, "hit_dice": "6d6", "speed": { "walk": 30 }, "strength": 6, "dexterity": 14, "constitution": 10, "intelligence": 16, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 4, "arcana": 5, "deception": 5, "investigation": 5, "perception": 3, "persuasion": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The kobold spellclerk makes two melee attacks." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cunning Action", "desc": "On each of its turns, the spellclerk can use a bonus action to take the Dash, Disengage, or Hide action." }, { "name": "Pack Tactics", "desc": "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Spellcasting", "desc": "The kobold spellclerk is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, message, minor illusion\n1st level (3 slots): comprehend languages, feather fall, grease, illusory script, sleep" } ], "spell_list": [], "page_no": 232, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_kobold-spellclerk/" }, { "slug": "lesser-lunarchidna", "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._ \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License", "name": "Lesser Lunarchidna", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "climb": 30, "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 6, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13", "languages": "Deep Speech, Elvish", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The lunarchidna makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Light Sensitivity", "desc": "While in bright light, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Shadow Stealth", "desc": "While in dim light or darkness, the lunarchidna can take the Hide action as a bonus action." }, { "name": "Spider Climb", "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 242, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_lesser-lunarchidna/" }, { "slug": "light-drake", "desc": "The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._ \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides. \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure. \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License", "name": "Light Drake", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 13, "armor_desc": null, "hit_points": 24, "hit_dice": "7d4+7", "speed": { "fly": 60, "walk": 20, "hover": true }, "strength": 7, "dexterity": 16, "constitution": 13, "intelligence": 8, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 5, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Breath Weapon (Recharge 6)", "desc": "A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Reflective Scales", "desc": "When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight." }, { "name": "Innate Spellcasting", "desc": "The light drake's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire" } ], "spell_list": [], "page_no": 231, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_light-drake/" }, { "slug": "lunarian", "desc": "A grey humanoid wearing a dark tattered cloak and worn armor descends on glimmering, mothlike wings. In its hands it wields a halberd tipped with a cold light. Its black lidless eyes are filled with envy and sorrow._ \n**Condemned to the Dark.** Lunarians are a race of mothlike fey originally from the moon. However, after attempting to take the moon’s power for themselves, they were cast out by a fey lord and damned to the depths of the world, never to see their lunar home again. \n**Angels of the Underworld.** Stories tell of lunarians helping people far below the surface, striking down monsters at the last moment. However, they never do so for free, often demanding valuable trinkets from the surface as payment for their services. If those they rescue deny them a reward or give them a bad one, they are prone to attack.", "name": "Lunarian", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "fly": 40, "climb": 15, "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 14, "intelligence": 13, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5, "history": 4, "stealth": 5, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic, poison", "damage_immunities": "", "condition_immunities": "charmed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Celestial, Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The lunarian makes two halberd attacks." }, { "name": "Halberd", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 4 (1d8) radiant damage.", "attack_bonus": 7, "damage_dice": "1d10+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Descendant of The Moon", "desc": "Magical light created by the lunarian can't be extinguished." }, { "name": "Major Surface Curse", "desc": "A lunarian can never be in the presence of natural light. It takes 9 (2d8) radiant damage at the beginning of its turn if it is exposed to direct moonlight or sunlight. If this damage reduces the lunarian to 0 hp, it dies and turns to moondust." }, { "name": "Moon-Touched Weapons", "desc": "The lunarian's weapon attacks are magical. When the lunarian hits with any weapon, the weapon deals an extra 4 (1d8) radiant damage (included in the attack). A creature that takes radiant damage from a lunarian's weapon sheds dim light in a 10-foot radius for 1 hour." }, { "name": "Summon Shadowbeam (Recharge 6)", "desc": "As a bonus action, the lunarian summons a beam of pale light, shot through with undulating waves of shadow, centered on a point it can see within 60 feet of it. The beam is a 10-foot-radius, 40-foot-high cylinder and lasts for 1 minute. As a bonus action on each of its turns, the lunarian can move the beam up to 20 feet in any direction. A creature that enters or starts its turn in the beam must make a DC 13 Constitution saving throw. On a failure, a creature takes 11 (2d10) necrotic damage and is cursed with the minor surface curse. On a success, a creature takes half the damage and isn't cursed." } ], "spell_list": [], "page_no": 245, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_lunarian/" }, { "slug": "oasis-keeper", "desc": "The large, sand-colored serpent lies in wait beneath the sands at the edge of the oasis, its large nostrils flaring above the sand. The barbed stinger on the end of its tail rests just below the water’s surface._ \nOasis keepers lurk within the waters of oases and secrete a toxin into them. \n**Peaceful Poison.** Traveling caravans and animals that drink from oases inhabited by oasis keepers are lulled into lingering around them and provide an ample food supply for the oasis keepers. Settlements often form around such oases, and occasional disappearances are accepted as the norm. \n**Sand and Water Dwellers.** Oasis keepers lurk by the edge of the water and wait for an opportune time to use their stingers. After they strike, they pull their meal to the water’s depths to feast. Oasis keepers occasionally travel into underground rivers to mate, but they are otherwise fairly sedentary and solitary.", "name": "Oasis Keeper", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d12+39", "speed": { "swim": 30, "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 3, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 15", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The oasis keeper makes two attacks: one with its stinger and one with its bite" }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10+5" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft, one target. Hit: 14 (2d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is incapacitated for 1 minute. On a success, the target takes half the damage and isn't incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 9, "damage_dice": "2d8+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The oasis keeper can hold its breath for 30 minutes." }, { "name": "Oasis Camouflage", "desc": "The oasis keeper has advantage on Dexterity (Stealth) checks made while in a desert or in sandy terrain beneath water." }, { "name": "Pacifying Secretions", "desc": "If the oasis keeper's stinger sits in water for at least 1 hour, the water becomes poisoned with its toxin. A creature that drinks the poisoned water must succeed on a DC 15 Constitution saving throw or be calmed for 24 hours. A calmed creature feels compelled to stay at the oasis and has disadvantage on Wisdom (Perception) checks to notice or recognize danger. A calmed creature that drinks the water again before 24 hours have passed has disadvantage on the saving throw. The greater restoration spell or similar magic ends the calming effect early." } ], "spell_list": [], "page_no": 273, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_oasis-keeper/" }, { "slug": "ophinix", "desc": "This bat-like creature has luxurious blue fur covering every part of its body. It has a heavily wrinkled face, large, bulbous eyes, and twin horn-like antennae. Thin sable wings unfurl from its back, and its fur emits tiny sparks of blue lightning._ \n**Cave-Dwelling Hunters.** A large, bat-like monstrosity native to many natural cave systems and chasms, the ophinix spends most of its time flying through the darkened passages of its home looking for its next meal. The ophinix is single-minded in its pursuit of prey, hunting bats, Open Game License", "name": "Ophinix", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": null, "hit_points": 60, "hit_dice": "8d10+16", "speed": { "walk": 10, "fly": 40 }, "strength": 18, "dexterity": 16, "constitution": 15, "intelligence": 2, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the ophinix is charged with electricity, the target also takes 5 (2d4) lightning damage.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Generate Static", "desc": "The ophinix rubs along a dry surface and charges its fur with static electricity. Its fur remains charged with electricity for 1 minute or until it uses Lightning Strike." }, { "name": "Lightning Strike (Recharge Special)", "desc": "The ophinix releases its static electricity at up to three targets it can see within 30 feet of it. Each creature must make a DC 12 Dexterity saving throw, taking 5 (2d4) lightning damage on a failed save, or half as much damage on a successful one. After using Lightning Strike, the ophinix is no longer charged with electricity. It can't use Lightning Strike if isn't charged with electricity." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Conductive Fur", "desc": "While the ophinix is charged with electricity, a creature that touches the ophinix or hits it with a melee attack while within 5 feet of it takes 2 (1d4) lightning damage." }, { "name": "Lightning Recharge", "desc": "Whenever the ophinix is subjected to lightning damage, it takes no damage and becomes charged with electricity. If it is already charged, the duration resets to 1 minute." } ], "spell_list": [], "page_no": 283, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ophinix/" }, { "slug": "pestilence-swarm", "desc": "These flying insects are coated in a thick layer of dust and cover the walls, ceiling and floor of a room, completely motionless in the dark. The stray light from a lantern falls one of them, awakening the swarm, which takes to the air in an angry fury._ \n**Awakened by Light.** The pestilence swarm is a massive group of tiny flying insects resembling enormous, fat houseflies. The smell of carrion often lures them underground or into shallow caves, though they also dig burrows. As long as they are in darkness, they are immobile, appearing almost dead. When hit by light, however, they awake and swarm any creatures in the area. \n**Destroyer of Crops.** Although fortunately rare, when a cloud of these insects descends on a field, it takes mere hours for them to completely devour everything that might have been worth harvesting. They eat fruits, grains, and even the livestock, leaving a decimated field in their wake. \n**Bringer of Plagues.** Pestilence swarms often carry and transmit disease as they move from area to area. They descend on populated areas, eat any food that is left out, bite the people who live there, and eventually move to the next area. Diseases from one area spread to another, festering in the bite wounds left by the swarm. The suffering they bring to small villages and towns is legendary.", "name": "Pestilence Swarm", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 22, "hit_dice": "4d8+4", "speed": { "fly": 30, "walk": 10, "hover": true }, "strength": 7, "dexterity": 16, "constitution": 13, "intelligence": 1, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Diseased Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hp or fewer. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the creature's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.", "attack_bonus": 5, "damage_dice": "4d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dormant in Darkness", "desc": "The pestilence swarm appears dead in darkness and remains in a passive state until touched by light. When at least one insect in the swarm sees light, the entire swarm becomes active and attacks anything that moves. Once active, a swarm in complete darkness that isn't taking damage returns to its dormant state after 1 minute. The swarm poses no threat to creatures passing near it in complete darkness." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 294, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_pestilence-swarm/" }, { "slug": "qiqirn", "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._ \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License", "name": "Qiqirn", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 38, "hit_dice": "7d6+14", "speed": { "walk": 30 }, "strength": 15, "dexterity": 18, "constitution": 14, "intelligence": 5, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Common but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Spirit-infused Yip", "desc": "The qiqirn releases a spirt-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Horrifying Wail", "desc": "When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Self-loathing", "desc": "A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours." } ], "spell_list": [], "page_no": 301, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_qiqirn/" }, { "slug": "repository", "desc": "A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._ \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities. \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies. \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane. \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.", "name": "Repository", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 16, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "all", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The repository makes two slash attacks." }, { "name": "Slash", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Language Lash (Recharge 5-6)", "desc": "The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The repository is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The repository has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The repository's weapon attacks are magical." }, { "name": "Self-Destruct", "desc": "If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one." } ], "spell_list": [], "page_no": 306, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_repository/" }, { "slug": "runeswarm", "desc": "A cloud of inky runes churns as some of the markings illuminate briefly._ \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings. \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.", "name": "Runeswarm", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": null, "hit_points": 150, "hit_dice": "20d10+40", "speed": { "walk": 0, "fly": 60 }, "strength": 3, "dexterity": 20, "constitution": 15, "intelligence": 2, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The runeswarm can use Runecast. It then makes two cutting runes attacks." }, { "name": "Cutting Runes", "desc": "Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.", "attack_bonus": 11, "damage_dice": "6d4" }, { "name": "Runecast", "desc": "The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The runeswarm has advantage on saving throws against spells and other magical effects." }, { "name": "Swarm", "desc": "The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 310, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_runeswarm/" }, { "slug": "sapphire-jelly", "desc": "Wisps of frosty air rise from the amorphous, quivering blue puddle. Bits of ice cling to the edges, and the surface has an almost crystalline appearance._ \n**Mountainous Regions.** Sapphire jellies are at home in glacial and mountainous regions among rocks and ice. They are just as likely to be found aboveground as below, but they avoid regions that are warm or dry. They tend to avoid large settlements of warm-blooded creatures, as such creatures consider them an active threat and often seek to destroy them. They prefer the company of creatures not bothered by the cold. \n**Unnaturally Cold.** Sapphire jellies are extremely cold, freezing water and objects they encounter on contact. Creatures that are caught within them or hit with their attacks are immediately chilled to the bone, and those who are killed by them are permanently transformed into undead. Sapphire jellies can often be found in areas with Open Game License", "name": "Sapphire Jelly", "size": "Medium", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 9, "armor_desc": null, "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The sapphire jelly makes two freezing slam attacks." }, { "name": "Freezing Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) cold damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Engulf", "desc": "The jelly moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. Whenever the jelly enters a creature's space, the creature must make a DC 15 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the jelly enters the creature's space, and the creature takes 10 (3d6) cold damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) cold damage at the start of each of the jelly's turns. When the jelly moves, the engulfed creature moves with it. A sapphire jelly can have only one creature engulfed at a time.\n\nAn engulfed creature can try to escape by taking 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 jelly. Alternatively, a creature within 5 feet of the jelly can take an action to pull a creature out of the jelly. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) cold damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sapphire jelly can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Icy Transformation", "desc": "A humanoid slain by the sapphire jelly rises 1 week later as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed." } ], "spell_list": [], "page_no": 312, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_sapphire-jelly/" }, { "slug": "sarsaok", "desc": "This huge, six-horned, bull-like creature possesses a mane of writhing flames and shimmering metal skin._ \n**Creation of the Gods.** All sarsaok descend from a mighty celestial ox said to have been present at the creation of humanity. Scholars speculate the union of domestic or wild oxen produced the first sarsaok. \n**Inhospitable Habitats.** The sarsaok dwell in areas of great heat and fire such as Volcanoes or other geologically active regions. In addition to consuming flora, they are known to drink liquid magma and graze on obsidian, pumice, or other volcanic rock. \n**Peaceful Horror.** Though of great size and strength, sarsaoks are peaceful herbivores similar in demeanor to wild oxen. When threatened, an entire herd attacks until the threat has ended.", "name": "Sarsaok", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d12+52", "speed": { "walk": 40 }, "strength": 21, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "cold", "damage_resistances": "piercing", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The sarsaok makes two attacks: one with its gore and one with its hooves." }, { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 3 (1d6) fire damage.", "attack_bonus": 8, "damage_dice": "3d8+5" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Immolating Purge (Recharge 5-6)", "desc": "The sarsaok spews burning blood in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the sarsaok moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone." }, { "name": "Divine Horns", "desc": "The sarsaok's gore attack is magical. In addition, its gore attack ignores the target's resistances to piercing or fire damage." }, { "name": "Heated Body", "desc": "Any creature that touches the sarsaok or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage." } ], "spell_list": [], "page_no": 313, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_sarsaok/" }, { "slug": "sasquatch", "desc": "A tall, ape-like creature walks upright, its arms ending in heavy fists. The creature’s lips curl back, revealing long, pointed teeth set in a powerful jaw._ \nSasquatches are large beasts that stalk deep forests and other densely wooded areas. They are bipedal primates that stand about nine feet tall and are covered in black, brown, or red fur. \n**Famously Elusive.** Many people claim to have seen a sasquatch, but almost none have proof of their interaction with the beast, creating questions about the creature’s existence. Skeptics claim sasquatch sightings are simply misidentified bears, apes, or similar creatures. Many sages and hunters journey deep into forests, hoping to find proof sasquatches exist and returning only with a handful of fur that could belong to almost any animal. In truth sasquatches are solitary nocturnal creatures that generally avoid confrontation. They prefer to stay in the shadows of the forest, dining on vegetation and insects while staying clear of other creatures. \n**Hidden Lairs.** Sasquatches are smart enough to hide the entrances to their lairs with heavy boulders, underbrush, fallen trees, a waterfall, or some other obstruction that appears to be a natural part of the terrain. They hide gathered food and shiny trinkets they find in the forest in these cozy homes, where they rest during daylight hours. \n**Aggressive When Provoked.** Though sasquatches prefer to avoid confrontation, they fight savagely when cornered or if another creature threatens their home or food source. Their powerful fists and teeth make formidable weapons. Sasquatches do not hesitate to initiate a conflict when threatened. \n**Attracted and Soothed by Music.** There are some who claim sasquatches are drawn and calmed by music, particularly songs with a lullaby-like quality. These tales come with a warning: stopping the song before the sasquatch is lulled to sleep by its melody causes the beast to go into a violent rage.", "name": "Sasquatch", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d10+42", "speed": { "climb": 40, "walk": 40 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 4, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sasquatch makes three attacks: one with its bite and two with its fists." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Fist", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Rock", "desc": "Melee Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d10+4" }, { "name": "Vanishing Tantrum (Recharge 5-6)", "desc": "The sasquatch roars and stomps, kicking up debris and leaving deep footprints in the ground. Each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. The sasquatch can then move up to half its speed without provoking opportunity attacks and take the Hide action as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The sasquatch has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Plant Camouflage", "desc": "The sasquatch has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life." }, { "name": "Relentless (Recharges after a Short or Long Rest)", "desc": "If the sasquatch takes 25 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead." }, { "name": "Reckless", "desc": "At the start of its turn, the sasquatch can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." } ], "spell_list": [], "page_no": 58, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_sasquatch/" }, { "slug": "shimmer-seal", "desc": "This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide._ \n**Unseen Pinnipeds.** Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack. \n**Guardian of Seals.** Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance. \n**Rallying Seal.** A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.", "name": "Shimmer Seal", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 40 }, "strength": 18, "dexterity": 14, "constitution": 17, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": { "acrobatics": 8, "performance": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shimmer seal makes two tusk attacks." }, { "name": "Tusk", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Invisibility", "desc": "When the shimmer seal is on an icy surface or underwater, it is invisible. In all other terrain, the shimmer seal has advantage on Dexterity (Stealth) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it." }, { "name": "Sureflippered", "desc": "The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Underwater Propulsion", "desc": "When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 324, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_shimmer-seal/" }, { "slug": "shukankor", "desc": "This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches._ \n**Wasteland Hunters.** Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile. \n**Strength in Numbers.** The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.", "name": "Shukankor", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d12+44", "speed": { "walk": 50 }, "strength": 22, "dexterity": 12, "constitution": 18, "intelligence": 8, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "athletics": 10, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Deep Speech", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The shukankor makes three attacks: one with its beak and two with its claws." }, { "name": "Beak", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d8+6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6+6" }, { "name": "Duplicating Terror (1/Day)", "desc": "The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor's Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month." } ], "bonus_actions": null, "reactions": [ { "name": "Sacrifice Replica", "desc": "When a creature the shukankor can see targets it with an attack, the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Many Eyes", "desc": "The shukankor has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded." }, { "name": "Self-made Pack", "desc": "The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn't incapacitated." } ], "spell_list": [], "page_no": 326, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_shukankor/" }, { "slug": "sulsha", "desc": "Larger than a gorilla, this monstrous ape is covered in bright-red fur. It has twin tufts of black hair rising from its head like horns and possesses a bony spur on the end of its long, meaty tail. The creature’s eyes glow with evil intelligence, and it carries a bag filled with various incendiary devices._ \n**Jungle Tyrants.** Sulshas are tyrannical simian humanoids that dwell in thick jungles, particularly in hilly or mountainous regions. Obsessed with conquering those around them, sulshas are in a constant state of warfare with creatures that share their homeland. They even force their simian cousins, such as Open Game License", "name": "Sulsha", "size": "Large", "type": "Humanoid", "subtype": "simian", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d10+24", "speed": { "walk": 40, "climb": 40 }, "strength": 18, "dexterity": 14, "constitution": 14, "intelligence": 11, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 4, "athletics": 6, "perception": 3, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Simian", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The sulsha makes three attacks: one with its bite, one with its slam, and one with its tail spur. Alternatively, it makes two bomb attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8+4" }, { "name": "Tail Spur", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4+4" }, { "name": "Bomb", "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Terrifying Display (Recharge 5-6)", "desc": "The sulsha beats furiously on its chest and hollers with rage. Each creature within 30 feet of the sulsha that can see or hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arboreal Tactician", "desc": "The sulsha is adept at fighting while climbing. It doesn't provoke opportunity attacks when it climbs out of an enemy's reach, and it has advantage on attack rolls against a creature if the creature is climbing." }, { "name": "Standing Leap", "desc": "The sulsha's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." } ], "spell_list": [], "page_no": 136, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_sulsha/" }, { "slug": "swamp-lily", "desc": "This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots._ \n**Deceivingly Delectable.** Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily’s roots and deadly toxin. \n**Wandering Menace.** After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast. \n**Grove Guardians.** Druids and creatures respectful of poisonous plants or resistant to the swamp lilies’ illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.", "name": "Swamp Lily", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 15 }, "strength": 16, "dexterity": 9, "constitution": 18, "intelligence": 4, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, poisoned", "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The swamp lily makes two root attacks." }, { "name": "Root", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Fake Feast", "desc": "The swamp lily magically creates the image of a banquet within 5 feet of itself that compels creatures to eat from it. Each creature within 60 feet of the banquet that can see the banquet must succeed on a DC 15 Wisdom saving throw or be charmed by the lily. The lily must take a bonus action on its subsequent turns to maintain the illusion. The illusion ends if the lily is incapacitated.\n\nWhile charmed by the lily, a target is incapacitated and ignores the banquets of other lilies. If the charmed target is more than 5 feet away from the lily's banquet, the target must move on its turn toward the banquet by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the lily, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this swamp lily's Fake Feast for the next 24 hours.\n\nIf the charmed target starts its turn within 5 feet of the banquet, it eats the feast and must make a DC 15 Constitution saving throw. On a failure, the creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Discern Food Preferences", "desc": "The swamp lily can use an action to read the surface thoughts of all creatures within 60 feet of it. This works like the detect thoughts spell, except the lily can only determine each creature's favorite food. Each creature within range must succeed on a DC 15 Wisdom saving throw or have disadvantage on its saving throw against the lily's Fake Feast action." } ], "spell_list": [], "page_no": 342, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_swamp-lily/" }, { "slug": "swarm-of-esteron", "desc": "Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter. \nEsteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.", "name": "Swarm of Esteron", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": null, "hit_points": 54, "hit_dice": "12d8", "speed": { "swim": 30, "fly": 30, "walk": 10 }, "strength": 10, "dexterity": 16, "constitution": 10, "intelligence": 2, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.", "attack_bonus": 5, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The swarm can breathe air and water." }, { "name": "Keen Smell", "desc": "The swarm has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny esteron. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 400, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_swarm-of-esteron/" }, { "slug": "tidehunter", "desc": "Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes._ \n**Lurkers in the Shallows.** The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey. \n**Net Weavers.** Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach. \n**Fishing Buddies.** While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.", "name": "Tidehunter", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "swim": 40, "walk": 20 }, "strength": 19, "dexterity": 14, "constitution": 18, "intelligence": 5, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Net", "desc": "Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net." }, { "name": "Reel", "desc": "The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action." } ], "bonus_actions": null, "reactions": [ { "name": "Entangle Weapon", "desc": "When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The tidehunter can breathe air and water." }, { "name": "Net Maker", "desc": "With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets." }, { "name": "Underwater Camouflage", "desc": "The tidehunter has advantage on Dexterity (Stealth) checks made while underwater." } ], "spell_list": [], "page_no": 348, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_tidehunter/" }, { "slug": "tormented-qiqirn", "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._ \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License", "name": "Tormented Qiqirn", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 50 }, "strength": 15, "dexterity": 18, "constitution": 14, "intelligence": 5, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common but can’t speak, telepathy 60 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Spiteful Howl", "desc": "The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one." }, { "name": "Unnerving Whispers (Recharge 5-6)", "desc": "The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": [ { "name": "Protective Spirits", "desc": "When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Pain", "desc": "At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll." }, { "name": "Keen Smell", "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours." } ], "spell_list": [], "page_no": 301, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_tormented-qiqirn/" }, { "slug": "transcendent-lunarchida", "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._ \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License", "name": "Transcendent Lunarchida", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "climb": 30, "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 14, "intelligence": 18, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Elvish", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The lunarchidna makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp 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 hp maximum to 0.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4+3" }, { "name": "Web (Recharge 5-6)", "desc": "Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." }, { "name": "Lunar Beam (Recharge 5-6)", "desc": "The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Light Invisibility", "desc": "The lunarchidna is invisible while in bright or dim light." }, { "name": "Spider Climb", "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Web Walker", "desc": "The lunarchidna ignores movement restrictions caused by webbing." }, { "name": "Spellcasting", "desc": "The lunarchidna is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): color spray, detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion, web\n3rd level (3 slots): counterspell, fireball, major image\n4th level (2 slots): black tentacles, confusion" } ], "spell_list": [], "page_no": 346, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_transcendent-lunarchida/" }, { "slug": "tricenatorus", "desc": "A bipedal dinosaur with massive horns on its face, back, and tail roars, revealing an enormous mouth filled with rows of razor teeth._ \nTricenatoruses are the rage-filled result of a transmutation experiment gone wrong. \n**Unnatural Mistakes.** A transmutation wizard attempted to magically bring together two dinosaurs to create the ultimate guardian, one with the power of the tyrannosaurus and the docile nature of the triceratops. Instead, the wizard created unnatural, spiked monsters with a hunger for flesh and an unmatched rage. \n**Always Angry.** From the moment they hatch, tricenatoruses are angry. This rage makes them reckless and difficult to harm. Most of these monstrous dinosaurs stay deep within the jungle, but tricenatoruses are relentless when they find prey, leading them to sometimes chase explorers into civilized settlements.", "name": "Tricenatorus", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "walk": 50 }, "strength": 26, "dexterity": 10, "constitution": 20, "intelligence": 2, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "—", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The tricenatorus makes two attacks: one with its bite and one with its gore, or two with its tail spikes. It can't use its gore against a creature restrained by its bite." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tricenatorus can't bite another target.", "attack_bonus": 12, "damage_dice": "4d12+8" }, { "name": "Gore", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.", "attack_bonus": 12, "damage_dice": "4d8+8" }, { "name": "Tail Spike", "desc": "Ranged Weapon Attack: +12 to hit, range 150/300 ft., one target. Hit: 26 (4d8 + 8) piercing damage.", "attack_bonus": 12, "damage_dice": "4d8+8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The tricenatorus has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Relentless (Recharges after a Short or Long Rest)", "desc": "If the tricenatorus takes 40 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead." }, { "name": "Siege Monster", "desc": "The tricenatorus deals double damage to objects and structures." }, { "name": "Tail Spike Regrowth", "desc": "The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest." } ], "spell_list": [], "page_no": 109, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_tricenatorus/" }, { "slug": "trollkin-raider", "desc": "Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim’s larder._ \nTrollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another. \n**Night Attacks.** Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere. Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks. \n**Mounted or River Routes.** While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder. \nNote that in The Raven's Call, the Raider had 78 (12d8 + 24) HP and spoke only Northern Tongue.", "name": "Trollkin Raider", "size": "Medium", "type": "Humanoid", "subtype": "trollkin", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "walk": 30 }, "strength": 12, "dexterity": 12, "constitution": 14, "intelligence": 9, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "insight": 3, "nature": 1, "perception": 3, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Trollkin", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The trollkin makes two spear attacks or one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Claw", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 3, "damage_dice": "1d6+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The trollkin regains 1 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Thick Hide", "desc": "The trollkin's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is included in the trollkin's AC." } ], "spell_list": [], "page_no": 353, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_trollkin-raider/" }, { "slug": "valkruung", "desc": "Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey._ \n**Incorrigible Kleptomaniacs.** Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly. \n**Shrines of Riches.** Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile. \n**Den of Thieves.** Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.", "name": "Valkruung", "size": "Tiny", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": null, "hit_points": 22, "hit_dice": "4d6+8", "speed": { "climb": 20, "walk": 25 }, "strength": 8, "dexterity": 16, "constitution": 14, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Goblin", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": [ { "name": "Disarming Tendrils", "desc": "When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Prehensile Tendrils", "desc": "The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction)." } ], "spell_list": [], "page_no": 355, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_valkruung/" }, { "slug": "vallowex", "desc": "A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue._ \n**Luring with Thirst.** The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.", "name": "Vallowex", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "swim": 30, "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 18, "intelligence": 5, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vallowex makes two attacks: one with its spiked tongue and one with its tail." }, { "name": "Spiked Tongue", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can't use its spiked tongue against another target.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Tail", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Swallow", "desc": "The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex's turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone." }, { "name": "Release Eggs (1/Week)", "desc": "A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host's Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host's Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The vallowex can breathe air and water." }, { "name": "Aura of Thirst", "desc": "At the start of each of the vallowex's turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex's aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes." }, { "name": "Underwater Camouflage", "desc": "The vallowex has advantage on Dexterity (Stealth) checks made while underwater." } ], "spell_list": [], "page_no": 356, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vallowex/" }, { "slug": "viiret", "desc": "The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it._ \n**Disease Eater.** Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward. \n**Unpleasant Odor.** The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects. \n**Desperate Cure.** Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.", "name": "Viiret", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 30 }, "strength": 16, "dexterity": 6, "constitution": 17, "intelligence": 1, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "necrotic, poison", "condition_immunities": "blinded, charmed, deafened, frightened, poisoned", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The viiret makes two attacks, only one of which can be a bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret's turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret's turns instead. In addition, at the start of each of the viiret's turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease's saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.\n\nIf the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn't poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Vine", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disease Eater", "desc": "The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease." }, { "name": "Disease Sense", "desc": "The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it." } ], "spell_list": [], "page_no": 361, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_viiret/" }, { "slug": "vine-drake", "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._ \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing. \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome. \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.", "name": "Vine Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "climb": 50, "walk": 40 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 11, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "athletics": 7, "nature": 3, "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 14", "languages": "Common, Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Vine Lash", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Speak with Plants", "desc": "The drake can communicate with plants as if they shared a language." }, { "name": "Thorn Body", "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage." }, { "name": "Innate Spellcasting (2/Day)", "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vine-drake/" }, { "slug": "virtuoso-lich", "desc": "The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._ \nA virtuoso lich is an artist whose love of art sustains it beyond death. \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery. \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature. \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep. \n\n## A Virtuoso Lich’s Lair\n\n \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.", "name": "Virtuoso Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "19d8+38", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 15, "intelligence": 15, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 9, "perception": 5, "skills": { "deception": 9, "perception": 5, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 15", "languages": "Common, plus up to two other languages", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks." }, { "name": "Artistic Flourish", "desc": "Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Corrupted Art", "desc": "The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points." }, { "name": "Call Muse", "desc": "The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Artistic Flourish", "desc": "The lich makes one Artistic Flourish attack." }, { "name": "Move", "desc": "The lich moves up to its speed without provoking opportunity attacks." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The lich casts a spell from its list of prepared spells, using a spell slot as normal." }, { "name": "Unrestrained Art (Costs 3 Actions)", "desc": "The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the lich fails a saving throw, it can choose to succeed instead." }, { "name": "Rejuvenation", "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery." }, { "name": "Turn Resistance", "desc": "The lich has advantage on saving throws against any effect that turns undead." }, { "name": "Versatile Artist", "desc": "At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage." }, { "name": "Spellcasting", "desc": "The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion" } ], "spell_list": [], "page_no": 237, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_virtuoso-lich/" }, { "slug": "wereshark", "desc": "The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands._ \nIn humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away. \n**Voracious Appetites.** Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume. \n**Obsessed Predators.** Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.", "name": "Wereshark", "size": "Large", "type": "Humanoid", "subtype": "human, shapechanger", "group": null, "alignment": "chaotic evil", "armor_class": 11, "armor_desc": "in humanoid form, 12 (natural armor) in shark and hybrid form", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 19, "dexterity": 13, "constitution": 17, "intelligence": 11, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "", "senses": "blindsight 30 ft. (shark and hybrid form only), passive Perception 14", "languages": "Common (can’t speak in shark form)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "In humanoid or hybrid form, the wereshark makes three trident attacks." }, { "name": "Bite (Shark or Hybrid Form Only)", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.", "attack_bonus": 7, "damage_dice": "2d10+4" }, { "name": "Trident (Humanoid or Hybrid Form Only)", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 7, "damage_dice": "1d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Hold Breath (Hybrid Form Only)", "desc": "While out of water, the wereshark can hold its breath for 1 hour." }, { "name": "Shapechanger", "desc": "The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn't retain its walking speed. Any equipment it is wearing or carrying isn't transformed. The wereshark reverts to its true form if it dies." }, { "name": "Water Breathing (Shark or Hybrid Form Only)", "desc": "The wereshark can breathe only underwater." } ], "spell_list": [], "page_no": 266, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wereshark/" }, { "slug": "wicked-skull", "desc": "This skull chatters eerily, gently rocking as it comes to life. It calls out a warning in a hauntingly musical voice._ \n**Origins Unknown.** The origin of these shape-changing monstrosities is unknown, but they have come to be named “wicked skulls” after the form they favor most. Some scholars suggest that they took inspiration from the undead horrors known as Open Game License", "name": "Wicked Skull", "size": "Tiny", "type": "Monstrosity", "subtype": "shapechanger", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": null, "hit_points": 7, "hit_dice": "2d4+2", "speed": { "walk": 30 }, "strength": 6, "dexterity": 16, "constitution": 13, "intelligence": 11, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "insight": 3, "persuasion": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d4+3" }, { "name": "Petty Mockery", "desc": "The wicked skull unleashes a string of insults laced with subtle enchantments at a creature it can see within 60 feet. If the target can hear the wicked skull (though it does not have to understand it), the target must succeed on a DC 11 Wisdom saving throw or have disadvantage on the next attack roll it makes before the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance (Object Form Only)", "desc": "While the wicked skull remains motionless, it is indistinguishable from an ordinary object." }, { "name": "Jokester", "desc": "The wicked skull has advantage on a Charisma (Deception) or Charisma (Persuasion) check if it includes mockery or a joke or riddle as part of the check." }, { "name": "Shapechanger", "desc": "The wicked skull can use its action to polymorph into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." } ], "spell_list": [], "page_no": 368, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wicked-skull/" }, { "slug": "woe-siphon", "desc": "This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._ \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap. \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.", "name": "Woe Siphon", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30 }, "strength": 18, "dexterity": 17, "constitution": 16, "intelligence": 5, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened, exhaustion", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Siphoning Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon 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.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Cause Despair", "desc": "The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. 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 this woe siphon's Cause Despair for the next 24 hours." }, { "name": "Invisibility", "desc": "The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Detect Sentience", "desc": "The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations." } ], "spell_list": [], "page_no": 373, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_woe-siphon/" }, { "slug": "wood-ward", "desc": "This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._ \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows. \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber. \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards. \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.", "name": "Wood Ward", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 19, "hit_dice": "2d10+8", "speed": { "walk": 30 }, "strength": 11, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The wood ward makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Horror Gaze (1/Day)", "desc": "The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wood ward's Horror Gaze for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The wood ward is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The wood ward has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 374, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wood-ward/" }, { "slug": "zouyu", "desc": "This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._ \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection. \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path. \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.", "name": "Zouyu", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 17, "armor_desc": null, "hit_points": 114, "hit_dice": "12d12+36", "speed": { "walk": 60 }, "strength": 18, "dexterity": 24, "constitution": 16, "intelligence": 6, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": 10, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 10 }, "damage_vulnerabilities": "thunder", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.", "attack_bonus": 10, "damage_dice": "2d8+7" }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6+7" }, { "name": "Alter Luck", "desc": "The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Distance Runner", "desc": "The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day." }, { "name": "Keen Sight and Smell", "desc": "The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell." }, { "name": "Pounce", "desc": "If the zouyu 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 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 386, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_zouyu/" }, { "slug": "aridni", "desc": "_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._ \n**Pale Archers.** These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice. \n**Caravan Raiders.** They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic. \n**Wealth for Status.** They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.", "name": "Aridni", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "walk": 20, "fly": 60 }, "strength": 9, "dexterity": 21, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 11, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Gnoll, Sylvan, Void Speech", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Pixie Bow", "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Slaver Arrows", "desc": "An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:\n\nConfusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4 - 1 rounds.\n\nFear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.\n\nHideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.\n\nSleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The aridni has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:\n\nat will: dancing lights, detect magic, invisibility\n\n3/day: charm person, faerie fire, mage armor\n\n1/day: spike growth" } ], "spell_list": [], "page_no": 26, "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_aridni/" }, { "slug": "bandit-lord", "desc": "", "name": "Bandit Lord", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "any non-lawful", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30 }, "strength": 16, "dexterity": 15, "constitution": 14, "intelligence": 14, "wisdom": 11, "charisma": 14, "strength_save": 5, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "deception": 4, "intimidation": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "any two languages", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The bandit lord makes three melee or ranged attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Leadership (Recharges after a Short or Long Rest)", "desc": "For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon." }, { "name": "Redirect Attack", "desc": "When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pack Tactics", "desc": "The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated." } ], "spell_list": [], "page_no": 418, "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_bandit-lord/" }, { "slug": "beggar-ghoul", "desc": "", "name": "Beggar Ghoul", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": "", "hit_points": 13, "hit_dice": "3d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 10, "intelligence": 12, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Undercommon", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 4, "damage_dice": "2d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pack Tactics", "desc": "The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Savage Hunger", "desc": "A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit." } ], "spell_list": [], "page_no": 221, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_beggar-ghoul/" }, { "slug": "behtu", "desc": "_With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands._ \nA demon lord bred the cruelty of a demon with the cunning of a human and the ferocity of an ape into his people, the behtu (BAY-too), who carry his worship from island to island. \n**Temple Builders.** The behtus raise shrines to their demon lord wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle. \n**Ichor Drinkers.** In his volcanic temples, the demon lord’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection. \n**Scaly Mounts.** The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.", "name": "Behtu", "size": "Small", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 52, "hit_dice": "8d6+24", "speed": { "walk": 20, "climb": 20 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 12, "wisdom": 11, "charisma": 7, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Behtu, Common, Infernal", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Shortspear", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Fire Breath (Recharge 6)", "desc": "The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw." }, { "name": "Ichorous Infusions", "desc": "Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 34, "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_behtu/" }, { "slug": "beli", "desc": "_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._ \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers. \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar. \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks. \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.", "name": "Beli", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6+10", "speed": { "walk": 30, "fly": 30 }, "strength": 11, "dexterity": 16, "constitution": 12, "intelligence": 8, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Giant", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Ice Dagger", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Icy Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arctic Hunter", "desc": "Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings." }, { "name": "Cold Regeneration", "desc": "As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate." }, { "name": "Flyby", "desc": "The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Innate Spellcasting", "desc": "the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch" } ], "spell_list": [], "page_no": 35, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_beli/" }, { "slug": "chernomoi", "desc": "_These scaly creatures resemble nothing so much as tiny, batwinged dragonkin._ \n**Dragon Sprites.** Chernomoi (which means “lair sprite” in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night, and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged dragonkin, dressed in metallic armor made of small coins and semi-precious stones. \n**Lair Alarms.** Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades and Shriek attack if cornered, though they always flee from danger as a first option— usually straight to a dragon, dragonborn, or drake ally.", "name": "Chernomoi", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "", "hit_points": 32, "hit_dice": "5d4+20", "speed": { "walk": 20, "fly": 20 }, "strength": 9, "dexterity": 18, "constitution": 18, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "acrobatics": 6, "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Shriek (Recharge 5-6)", "desc": "The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, invisibility, mage hand, mending, message, prestidigitation\n\n1/day each: detect poison and disease, dimension door" } ], "spell_list": [], "page_no": 55, "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_chernomoi/" }, { "slug": "city-watch-captain", "desc": "", "name": "City Watch Captain", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "scale mail", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30 }, "strength": 13, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "one language (usually Common)", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Disarming Attack", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain." }, { "name": "Orders to Attack (1/Day)", "desc": "Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform-and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tactical Insight", "desc": "The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain." } ], "spell_list": [], "page_no": 419, "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_city-watch-captain/" }, { "slug": "deathcap-myconid", "desc": "_Deathcap flesh ranges from white to pale gray to a warm yelloworange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients._ \n**Mushroom Farmers.** These sentient mushroom folk tend the white forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul. \n**Toxic Spores.** Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren’t especially lethal on their own. They use their poison and slumber spores to full effect against living creatures; they typically flee from constructs and undead. They count on their allies (carrion beetles, darakhul, purple worms, dark creepers, or even various devils) to fend off the most powerful foes. \n**Clones.** Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. \nMyconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, and that this is why they fight so ferociously to defend their forests of giant fungi.", "name": "Deathcap Myconid", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 20 }, "strength": 12, "dexterity": 10, "constitution": 16, "intelligence": 10, "wisdom": 11, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack." }, { "name": "Fist", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.", "attack_bonus": 3, "damage_dice": "4d4" }, { "name": "Deathcap Spores (3/day)", "desc": "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Slumber Spores (3/day)", "desc": "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Distress Spores", "desc": "When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain." }, { "name": "Sun Sickness", "desc": "While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight." } ], "spell_list": [], "page_no": 0, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_deathcap-myconid/" }, { "slug": "dissimortuum", "desc": "_This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh and a third arm hangs from the right side of the creature’s body, its hand clutching a large sack stained with blood._ \n**Plague Bringers.** Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. \nWhen a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb. \n**Constructing Dissimortuum.** Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker. \n**Donning the Mask.** The mask of a dissimortuum is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object detects as magical with mixed enchantment and necromantic auras. It is a tempting souvenir, but anyone foolish enough to don the mask is immediately wracked by pain and takes 7 (2d6) necrotic damage. The character must make a successful DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The character acts normally for a day or two, but then the character notices periods of time that cannot be accounted for. During these times, the character gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the character is freed from domination as the undead creature is reborn.", "name": "Dissimortuum", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 30 }, "strength": 14, "dexterity": 10, "constitution": 16, "intelligence": 8, "wisdom": 11, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "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": "necrotic, poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dissimortuum makes three claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.", "attack_bonus": 5, "damage_dice": "3d8" }, { "name": "Terrifying Mask", "desc": "Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 119, "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_dissimortuum/" }, { "slug": "elemental-locus", "desc": "_The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around an elemental locus. The land is angry._ \n**Spirit of the Land.** Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature—the land itself come to life—varying in size from small hills to entire ridge lines, with no discernible pattern to where they take root. \n**Stubborn Nature.** Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god. \n**Elemental Nature.** An elemental locus doesn’t require air, food, drink, or sleep.", "name": "Elemental Locus", "size": "Gargantuan", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 290, "hit_dice": "20d20+80", "speed": { "walk": 5 }, "strength": 28, "dexterity": 1, "constitution": 18, "intelligence": 10, "wisdom": 11, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 6, "wisdom_save": 6, "charisma_save": 6, "perception": 6, "skills": { "nature": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 120 ft., tremorsense 120 ft., passive Perception 16", "languages": "Primordial", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The elemental locus makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.", "attack_bonus": 15, "damage_dice": "6d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The elemental locus has advantage on saving throws against spells and other magical effects." }, { "name": "Immortal", "desc": "The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area." }, { "name": "Massive", "desc": "The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn." }, { "name": "Spawn Elementals", "desc": "As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water." }, { "name": "Siege Monster", "desc": "The elemental locus deals double damage to objects and structures." } ], "spell_list": [], "page_no": 169, "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_elemental-locus/" }, { "slug": "eonic-drifter", "desc": "_The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era._ \n**Adrift in Time.** Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages. \n**Crystal Belts.** A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey. \nBelts of crystals around its body store the energy that fuels a drifter’s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps. \n**Jittery and Paranoid.** Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them—which, in a sense, they do. Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time. \nDrifters can appear at any time or place, but they often frequent the sites of their people’s past (or future) cities. There they are comforted by knowing that they’re at least in the right place, if not the right time.", "name": "Eonic Drifter", "size": "Medium", "type": "Humanoid", "subtype": "human", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 9, "dexterity": 14, "constitution": 14, "intelligence": 18, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 6, "history": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Common, Eonic, Giant, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward." }, { "name": "Time Warping Staff", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Drift Backward (1/Day)", "desc": "A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds." }, { "name": "Drift Forward (2/Day)", "desc": "The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 177, "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_eonic-drifter/" }, { "slug": "eye-golem", "desc": "_An eye golem is muscular giant, well-proportioned with smooth, marble-white skin covered in eye-like sigils. When it opens one of its eyes opens for a moment, a beam as bright as the sun shines forth, piercing the darkness._ \n**Covered in Arcana.** Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes. \n**Blinds Victims.** An eye golem rarely kills its victims, but leaves them blinded, wandering and tormented, seeing only visions of the eye golem flashing through their memory. This drives some mad while others instead choose to serve the golem, becoming devoted to the one who still holds sight. \n**All Eyes Open.** When killed, an eye golem does not simply fall down dead. All of its eyes open at once, a deafening bellow is heard for miles, and a blinding burst of light shines from the body. When the light and noise stop, hundreds of perfectly preserved eyeballs are left on the ground, still warm and fresh and without scars or damage. Thin beams of arcane energy connecting the eyes to their owners can be detected with a successful DC 25 Intelligence (Arcana) check. Those who wield the central eye once the golem is slain can use it to restore stolen eyes to their victims. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Eye Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 30 }, "strength": 22, "dexterity": 9, "constitution": 20, "intelligence": 5, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhausted, frightened, paralyzed, petrified, poisoned", "senses": "truesight 120 ft., passive Perception 18", "languages": "understands the language of its creator, but can't speak", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two melee attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "4d8" }, { "name": "Gaze of Ancient Light (Recharge 6)", "desc": "The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn." }, { "name": "Primal Voice of Doom (1/Day)", "desc": "The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected." }, { "name": "Shoot into the Sun (1 minute/day)", "desc": "When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 233, "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_eye-golem/" }, { "slug": "feyward-tree", "desc": "_Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal._ \n**Cold Iron Trees.** These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons. \n**Fey Destroyers.** The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown. \n**Growing Numbers.** Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance. \n**Constructed Nature.** A feyward tree doesn’t require air, food, drink, or sleep.", "name": "Feyward Tree", "size": "Huge", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "9d12+36", "speed": { "walk": 20 }, "strength": 26, "dexterity": 10, "constitution": 18, "intelligence": 2, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 1, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it." }, { "name": "Razor-Leafed Branch", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.", "attack_bonus": 11, "damage_dice": "3d8" }, { "name": "Flaying Leaves (Recharge 5-6)", "desc": "The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "A feyward tree has advantage on saving throws against spells and other magical effects." }, { "name": "Contractibility and Conductivity", "desc": "certain spells and effects function differently against feyward trees:\n\na magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.\n\na magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects." }, { "name": "Immutable Form", "desc": "The feyward tree is immune to any spell or effect that would alter its form." }, { "name": "Magic Weapons", "desc": "The feyward tree's weapon attacks are magical." }, { "name": "Warden's Reach", "desc": "Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach." } ], "spell_list": [], "page_no": 200, "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_feyward-tree/" }, { "slug": "fraughashar", "desc": "_This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth._ \nThe fraughashar are a race of short, tricky, and cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces. \n**Sacred Rivers.** They view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. Fraughashar are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders. \n**Chilling Tales.** The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless, and they will kill anyone who enters their land.", "name": "Fraughashar", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "leather armor, shield", "hit_points": 18, "hit_dice": "4d6+4", "speed": { "walk": 25 }, "strength": 8, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 11, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The fraughashar makes one bite attack and one dagger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Sling", "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Frost Walker", "desc": "The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground." } ], "spell_list": [], "page_no": 206, "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_fraughashar/" } ] }