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=armor_class&page=54
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=armor_class&page=55", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=armor_class&page=53", "results": [ { "slug": "carnivorous-ship", "desc": "The prow of the ship opens into a gigantic, tooth-filled maw, while humanoid-shaped blobs of flesh swarm over the rails._ \n**Bribable.** A giant cousin to the mimic, the carnivorous ship is a cunning hunter of the seas. Wise captains traveling through known carnivorous ship hunting grounds carry tithes and offerings to placate the creatures. \n**Solitary Ship Eaters.** Carnivorous ships live and hunt alone. Though they prefer to consume wood, metal, rope, and cloth, they aren’t above eating flesh and readily eat entire ships, crew and all. They reproduce asexually after a season of particularly successful hunts. Young carnivorous ships are about the size of rowboats and use the statistics of a Open Game License", "name": "Carnivorous Ship", "size": "Gargantuan", "type": "Monstrosity", "subtype": "shapechanger", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 186, "hit_dice": "12d20+60", "speed": { "walk": 10, "swim": 60 }, "strength": 23, "dexterity": 6, "constitution": 20, "intelligence": 7, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 12, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "prone", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 15", "languages": "understands Common but can’t speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The carnivorous ship makes two bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 18 (4d8) acid damage.", "attack_bonus": 11, "damage_dice": "3d10+6" }, { "name": "Spit Cannonballs", "desc": "The carnivorous ship spits cannonball-like lumps of indigestible metal at up to three points it can see within 100 feet of it. Each creature within 5 feet of a point must make a DC 18 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save, or half as much damage on a successful one." }, { "name": "Surge", "desc": "The carnivorous ship moves up to 400 feet in a straight line and can move through Huge and smaller objects as if they were difficult terrain. This movement doesn't provoke opportunity attacks. If it moves through a Huge or smaller object, the object takes 55 (10d10) bludgeoning damage. If it moves through a ship, the ship's pilot can make a DC 15 Wisdom check using navigator's tools, halving the damage on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The carnivorous ship can breathe air and water." }, { "name": "Drones", "desc": "Each day at dawn, the carnivorous ship produces up to 12 vaguely humanoid drones. Drones share a telepathic link with the carnivorous ship and are under its control. A drone uses the statistics of a zombie, except it can't be knocked prone while on the carnivorous ship and can attach itself to the ship as a reaction when the ship moves. The carnivorous ship can have no more than 12 drones under its control at one time." }, { "name": "Shapechanger", "desc": "The carnivorous ship can use its action to polymorph into a Gargantuan ship (such as a galleon) 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": 56, "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_carnivorous-ship/" }, { "slug": "death-barque", "desc": "Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._ \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License", "name": "Death Barque", "size": "Gargantuan", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "swim": 50, "walk": 0 }, "strength": 20, "dexterity": 18, "constitution": 23, "intelligence": 8, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": 8, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "psychic", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Darakhul, Deep Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The death barque makes three attacks: one with its bite and two with its tail smash." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10+5" }, { "name": "Tail Smash", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Shrapnel Burst", "desc": "The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Necrotic Breath (Recharge 5-6)", "desc": "The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic 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": "Immutable Form", "desc": "The death barque is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The death barque has advantage on saving throws against spells and other magical effects." }, { "name": "Siege Monster", "desc": "The death barque deals double damage to objects and structures." }, { "name": "Turn Resistance", "desc": "The death barque has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 268, "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_death-barque/" }, { "slug": "derro-shadowseeker", "desc": "This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable. \n_**Erratic Combatants.**_ Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them. \n_**Unreliable Allies.**_ Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.", "name": "Derro Shadowseeker", "size": "Small", "type": "Humanoid", "subtype": "derro", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "studded leather", "hit_points": 112, "hit_dice": "15d6+60", "speed": { "walk": 30 }, "strength": 9, "dexterity": 20, "constitution": 18, "intelligence": 13, "wisdom": 7, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 1, "skills": { "acrobatics": 8, "perception": 1, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common, Dwarvish, Undercommon", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The derro shadowseeker makes three melee attacks." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4+5" }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d8+5" }, { "name": "Maddening Convulsions (Recharge 5-6)", "desc": "The shadowseeker's body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell 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 shadowseeker's Maddening Convulsions for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Erratic Movement", "desc": "The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage." }, { "name": "Evasion", "desc": "If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." }, { "name": "Magic Resistance", "desc": "The shadowseeker has advantage on saving throws against spells and other magical effects." }, { "name": "Sneak Attack (1/Turn)", "desc": "The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn't incapacitated and the shadowseeker doesn't have disadvantage on the attack roll." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 98, "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_derro-shadowseeker/" }, { "slug": "galidroo", "desc": "This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._ \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License", "name": "Galidroo", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "burrow": 20, "walk": 40 }, "strength": 22, "dexterity": 13, "constitution": 20, "intelligence": 11, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic", "condition_immunities": "exhaustion", "senses": "darkvision 90 ft., passive Perception 18", "languages": "Deep Speech, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Claw", "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": "Tail", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.", "attack_bonus": 10, "damage_dice": "3d6+6" }, { "name": "Prophetic Screech (Recharge 5-6)", "desc": "The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The 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": "Aura of Lassitude", "desc": "A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours." }, { "name": "Selective Precognition", "desc": "The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past." }, { "name": "Two-Headed", "desc": "The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious." } ], "spell_list": [], "page_no": 161, "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_galidroo/" }, { "slug": "greater-ghast-of-leng", "desc": "The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves._ \n**Leaders of Carnivores.** Open Game License", "name": "Greater Ghast of Leng", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40 }, "strength": 17, "dexterity": 19, "constitution": 16, "intelligence": 12, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "bludgeoning, cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the greater ghast can automatically hit the target with its claws, and the greater ghast can't make claw attacks against other targets." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Command Ghasts of Leng", "desc": "As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round." }, { "name": "Keen Smell", "desc": "The greater ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Sunlight Hypersensitivity", "desc": "The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 52, "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_greater-ghast-of-leng/" }, { "slug": "haleshi", "desc": "A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands._ \n**Diplomatic Fey.** Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups. Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation. The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity. \n**Clam Riders.** Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another. \n**Food-Lovers.** While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.", "name": "Haleshi", "size": "Large", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": null, "hit_points": 123, "hit_dice": "13d10+52", "speed": { "swim": 40, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 18, "intelligence": 14, "wisdom": 17, "charisma": 19, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 6, "skills": { "insight": 9, "nature": 5, "perception": 6, "persuasion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Aquan, Common, Elvish, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The haleshi makes two attacks with its stupefying touch." }, { "name": "Stupefying Touch", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.", "attack_bonus": 6, "damage_dice": "3d8+3" }, { "name": "Clamport (3/Day)", "desc": "The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam's passengers and releases them. After releasing the passengers, the clam returns to normal." } ], "bonus_actions": null, "reactions": [ { "name": "Water Shield (Recharge 5-6)", "desc": "The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The haleshi can breathe air and water." }, { "name": "Charming Defense", "desc": "While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class)." }, { "name": "Innate Spellcasting", "desc": "The haleshi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n3/day each: charm person, invisibility (self only)\n1/day each: major image, water walk, zone of truth" } ], "spell_list": [], "page_no": 191, "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_haleshi/" }, { "slug": "herald-of-the-void", "desc": "The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._ \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place. \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this. \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.", "name": "Herald of the Void", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d8+65", "speed": { "hover": true, "walk": 30, "fly": 50 }, "strength": 12, "dexterity": 20, "constitution": 20, "intelligence": 19, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": 9, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "perception": 10, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning, poison", "damage_immunities": "cold, necrotic, radiant", "condition_immunities": "blinded, charmed, deafened, frightened, prone, stunned, unconscious", "senses": "truesight 60 ft., passive Perception 20", "languages": "Abyssal, Common, Void Speech", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice." }, { "name": "Void Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.", "attack_bonus": 9, "damage_dice": "3d8+5" }, { "name": "Void Ray", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "The Final Song (Recharge 5-6)", "desc": "The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The herald of the void can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The herald regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The herald flies up to half its flying speed without provoking opportunity attacks." }, { "name": "Void Claw (Costs 2 Actions)", "desc": "The herald makes one void claw attack." }, { "name": "Discorporate (Costs 2 Actions)", "desc": "The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak." }, { "name": "Song of Mighty Doom (Costs 3 Actions)", "desc": "The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp." } ], "special_abilities": [ { "name": "Annihilating Form", "desc": "Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the herald fails a saving throw, it can choose to succeed instead." }, { "name": "Zero-Dimensional", "desc": "The herald can move through any space without squeezing." } ], "spell_list": [], "page_no": 199, "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_herald-of-the-void/" }, { "slug": "huecambra", "desc": "The squat newt’s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes._ \n**Mysterious Jungle Hunters.** The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Open Game License", "name": "Huecambra", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d10+65", "speed": { "swim": 30, "walk": 40 }, "strength": 18, "dexterity": 12, "constitution": 20, "intelligence": 8, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, thunder", "condition_immunities": "charmed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn't poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn't trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d10+4" }, { "name": "Tail", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Gem Explosion (Recharge 6)", "desc": "The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) 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. A creature cursed by the huecambra's bite has disadvantage on this saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 203, "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_huecambra/" }, { "slug": "illhveli-kembingur", "desc": "A bright-red crest runs along the back of this monstrous whale._ \n**Demon of the Deep.** Belonging to a race of evil giant whales known as the illhveli, the kembingur is a terror to behold. It rapaciously hunts down ships to sink them and gorge itself on the crew, and many seagoing humanoids believe it to be some sort of demon or evil spirit. \n**Blood on the High Seas.** The kembingur’s ability to smell blood is legendary, and the beast has been known to track bleeding targets for days without rest. A kembingur typically thrashes around in the water to founder smaller vessels it cannot easily overturn, then it focuses on mauling anyone who falls into the water. Eternally cruel, the kembingur enjoys taking small nips out of a creature to prolong its death, letting the victim slowly bleed out.", "name": "Illhveli, Kembingur", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "12d20+84", "speed": { "swim": 60, "walk": 5 }, "strength": 27, "dexterity": 12, "constitution": 24, "intelligence": 7, "wisdom": 14, "charisma": 12, "strength_save": 12, "dexterity_save": null, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "athletics": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "prone", "senses": "darkvision 60 ft., passive Perception 20", "languages": "understands Common but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The kembingur makes one bite attack and one tail attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) piercing damage.", "attack_bonus": 12, "damage_dice": "6d6+8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d8+8" }, { "name": "Churn Water (Recharge 4-6)", "desc": "The kembingur thrashes violently. Each creature within 20 feet of the kembingur must make a DC 17 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nThe water within 60 feet of the kembingur becomes difficult terrain for 1 minute. Each creature that starts its turn on the deck of a ship in this area must succeed on a DC 17 Dexterity saving throw or fall overboard." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The kembingur has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Blood Scent", "desc": "The kembingur can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the kembingur has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp." }, { "name": "Hold Breath", "desc": "The kembingur can hold its breath for 1 hour." }, { "name": "Siege Monster", "desc": "The kembingur deals double damage to objects and structures." } ], "spell_list": [], "page_no": 211, "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_illhveli-kembingur/" }, { "slug": "imperial-dragon-wyrmling", "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._ \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License", "name": "Imperial Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 14, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 3, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 5, "skills": { "insight": 3, "perception": 5, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 15", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning 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": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Innate Spellcasting (1/Day)", "desc": "The dragon can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 117, "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_imperial-dragon-wyrmling/" }, { "slug": "kelp-eel", "desc": "A thick, snakelike creature made of thousands of blades of kelp rises above the water’s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey._ \nKelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect. \n**Serpents of the Shallows.** Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest. \n**Mariners’ Nightmares.** The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels. \n**Deep Hunters.** While kelp eels live and breed in shallower waters, it isn’t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.", "name": "Kelp Eel", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d12+60", "speed": { "walk": 10, "swim": 50 }, "strength": 18, "dexterity": 14, "constitution": 19, "intelligence": 3, "wisdom": 15, "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": "", "damage_resistances": "acid, bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened, unconscious", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12", "languages": "—", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The kelp eel makes two attacks with its kelp tendrils, uses Reel, and makes two attacks with its slam." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "6d8+4" }, { "name": "Kelp Tendril", "desc": "Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the kelp eel can't use the same kelp tendril on another target. In addition, at the start of the target's next turn, it begins to suffocate as the eel's grip crushes the breath out of it." }, { "name": "Reel", "desc": "The kelp eel pulls each creature grappled by it up to 25 feet straight toward it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disperse", "desc": "When the kelp eel is reduced to 0 hp, it disperses into its component kelp in a 30-foot cube. The area is difficult terrain for 1 hour. At the end of that hour, the kelp eel reforms, regaining half its hp and becoming active again. If more than half the kelp that comprises the dispersed kelp eel is removed from the water and dried, it can't reform and the creature is destroyed." }, { "name": "False Appearance", "desc": "While the kelp eel remains motionless, it is indistinguishable from ordinary kelp." } ], "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-eel/" }, { "slug": "liminal-drake", "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._ \n**Void Dragon Offspring.** When an Open Game License", "name": "Liminal Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": null, "hit_points": 204, "hit_dice": "24d10+72", "speed": { "fly": 80, "walk": 0, "hover": true }, "strength": 7, "dexterity": 24, "constitution": 16, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 9, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The liminal drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.", "attack_bonus": 12, "damage_dice": "2d10+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.", "attack_bonus": 12, "damage_dice": "2d6+3" }, { "name": "Stellar Breath (Recharge 5-6)", "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one." }, { "name": "Warp Space", "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The drake can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Nauseating Luminance", "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save." }, { "name": "Void Dweller", "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time." } ], "spell_list": [], "page_no": 107, "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_liminal-drake/" }, { "slug": "luck-leech", "desc": "The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._ \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets. \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others. \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.", "name": "Luck Leech", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "studded leather", "hit_points": 150, "hit_dice": "20d8+60", "speed": { "walk": 30 }, "strength": 14, "dexterity": 21, "constitution": 16, "intelligence": 17, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "deception": 8, "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic", "condition_immunities": "frightened", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Sylvan, Umbral", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The luck leech makes two biting arm attacks." }, { "name": "Biting Arms", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 9, "damage_dice": "3d8+5" }, { "name": "Feast of Fortune (Recharge 6)", "desc": "Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Leech Luck", "desc": "If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time." }, { "name": "Reserve of Fortune", "desc": "If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points." }, { "name": "Turn Luck", "desc": "As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure." } ], "spell_list": [], "page_no": 241, "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_luck-leech/" }, { "slug": "mountain-dryad", "desc": "An enormous woman covered in rocky formations accented with crystals emerges from the mountainside._ \nOften mistaken for giants, mountain dryads are huge fey who are tied to primal mountains. \n**Like the Mountain.** Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain’s stone. \n**Despise Mining.** Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.", "name": "Mountain Dryad", "size": "Huge", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 40, "burrow": 30 }, "strength": 29, "dexterity": 12, "constitution": 20, "intelligence": 14, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 8, "skills": { "athletics": 13, "intimidation": 8, "perception": 8, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "lightning", "damage_immunities": "cold, poison", "condition_immunities": "charmed, exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., tremorsense 60 ft; passive Perception 18", "languages": "Sylvan, Terran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The mountain dryad makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "4d8+9" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "4d10+9" }, { "name": "Mountain's Awe (1/Day)", "desc": "The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is incapacitated and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad 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 dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, a Medium or smaller creature must climb the dryad, no check required. After climbing 20 feet, the charmed creature throws itself off the mountain dryad, taking falling damage and landing prone in an unoccupied space within 5 feet of the mountain dryad. A charmed 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": "Earth Glide", "desc": "The mountain dryad can burrow through nonmagical, unworked earth and stone. While doing so, the dryad doesn't disturb the material it moves through." }, { "name": "Magic Resistance", "desc": "The mountain dryad has advantage on saving throws against spells and other magical effects." }, { "name": "Mountain's Aspect", "desc": "Each day at sunrise, the mountain dryad chooses one of the following: \n* Hardened Face. The mountain dryad chooses one of bludgeoning, piercing, or slashing damage types. The mountain dryad has resistance to the chosen damage type until the next sunrise. \n* Vaunted Peaks. The mountain dryad has advantage on Wisdom (Perception) checks until the next sunrise. \n* Rockslider. As a bonus action once before the next sunrise, the mountain dryad can make the ground within 30 feet of it difficult terrain. This difficult terrain doesn't cost the dryad extra movement." }, { "name": "Siege Monster", "desc": "The mountain dryad deals double damage to objects and structures." } ], "spell_list": [], "page_no": 261, "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_mountain-dryad/" }, { "slug": "naizu-ha", "desc": "The old fable How Nuizamo Lost His Knife suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible._ \n**Daggers Personified.** The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn’t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets. \n**Impartial Betrayers.** A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor. \n**Bloody Biers.** To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha. \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.", "name": "Naizu-Ha", "size": "Small", "type": "Fey", "subtype": "kami", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 117, "hit_dice": "18d6+54", "speed": { "walk": 30 }, "strength": 17, "dexterity": 15, "constitution": 17, "intelligence": 13, "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": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "blinded, grappled", "senses": "passive Perception 10", "languages": "Common, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage." }, { "name": "Scissor Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Scythe Tail", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Dagger Legs", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blunting Ambiance", "desc": "Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result." }, { "name": "Dagger Form (1/Day)", "desc": "As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can't take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw." }, { "name": "Spider Climb", "desc": "The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Tripping Charge", "desc": "If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the naizu-ha can make one dagger legs attack against it as a bonus action." } ], "spell_list": [], "page_no": 223, "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_naizu-ha/" }, { "slug": "nharyth", "desc": "A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air._ \n**Foulness in Motion.** The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. \n**Creations of Madness.** Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet-unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.", "name": "Nharyth", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d12+64", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 5, "wisdom": 14, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, psychic", "damage_immunities": "", "condition_immunities": "blinded, deafened, paralyzed", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16", "languages": "understands Deep Speech but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice." }, { "name": "Spined Slap", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.", "attack_bonus": 9, "damage_dice": "1d8+5" }, { "name": "Spine Shot", "desc": "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn't make a saving throw and is paralyzed until the end of its next turn instead.", "attack_bonus": 6, "damage_dice": "3d6+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spine Trap", "desc": "With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them.\n\nA creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again." } ], "spell_list": [], "page_no": 269, "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_nharyth/" }, { "slug": "psychic-vampire", "desc": "This creature is a well-coifed humanoid with perfectly arranged hair, manicured hands, and noble dress. Its baleful red eyes and pointed ears betray its supernatural origin._ \n**Alternate Form of Vampire.** Psychic vampires originate in much the same way as traditional Open Game License", "name": "Psychic Vampire", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 23, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 12", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault." }, { "name": "Unarmed Strike", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).", "attack_bonus": 9, "damage_dice": "1d8+4" }, { "name": "Imprison Mind", "desc": "The vampire chooses one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor." }, { "name": "Psychic Assault", "desc": "The vampire chooses one creature it can see within 30 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and suffer memory loss, and the vampire regains hp equal to the psychic damage dealt. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. The target's memory loss can manifest in a variety of ways. Roll a d4 and consult the table below. If the target is already affected by one of these options, roll again, unless otherwise noted. The memory loss lasts until it is cured by a greater restoration spell or similar magic.\n| d4 | Memory Loss |\n|----|-------------|\n| 1 | The target forgets how to use a particular skill or tool. It has disadvantage on one random skill or tool proficiency. If the target is already affected by this memory loss, randomly choose an additional skill or tool proficiency to also be affected. |\n| 2 | The target forgets one of its current allies and now views the ally as hostile. If the target is already affected by this memory loss, choose an additional ally. |\n| 3 | The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. |\n| 4 | The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. |" }, { "name": "Knowledge Keepers (1/Day)", "desc": "The vampire magically calls 2d4 inklings or 1 paper golem swarm. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The psychic vampire 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 vampire regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The vampire moves up to its speed without provoking opportunity attacks. If it uses this legendary action while levitating, the vampire can move up to half its speed horizontally instead." }, { "name": "Unarmed Strike", "desc": "The vampire makes one unarmed strike." }, { "name": "Psychic Pulse (Costs 3 Actions)", "desc": "The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the vampire fails a saving throw, it can choose to succeed instead." }, { "name": "Levitate", "desc": "As a bonus action, the vampire can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the vampire doesn't need to concentrate to continue levitating each round." }, { "name": "Regeneration", "desc": "The vampire regains 20 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\n* Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\n* Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\n* Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\n* Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 0, "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_psychic-vampire/" }, { "slug": "salamander-monarch", "desc": "Appearing as a well-muscled humanoid with the lower body of a serpent, this hideous yet strangely majestic creature is covered in thick, golden scales. A flaming emerald crest frames its bestial face, and it holds a red-hot trident in its hands._ \n**Salamander Kings and Queens.** Salamanders rule over vast swaths of the Elemental Plane of Fire, contesting with the efreeti and Open Game License", "name": "Salamander Monarch", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d10+68", "speed": { "walk": 30 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 15, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "intimidation": 9 }, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 12", "languages": "Abyssal, Ignan, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The salamander monarch makes two attacks: one with its trident and one with its tail." }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the salamander monarch can automatically hit the target with its tail, and the salamander monarch can't make tail attacks against other targets.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Immolating Crest (Recharge 6)", "desc": "The salamander monarch causes its crest to flare with brilliant radiance, illuminating everything within 30 feet of it with a blue or green light. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and catches on fire. On a success, a creature takes half the damage and doesn't catch on fire. Until a creature on fire takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the salamander monarch or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage." }, { "name": "Heated Weapons", "desc": "Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the attack)." }, { "name": "Inspiring Sovereign", "desc": "Each salamander within 30 feet of the salamander monarch and that can see the monarch has advantage on its melee attack rolls and saving throws." }, { "name": "Innate Spellcasting", "desc": "The salamander monarch's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n3/day: flaming sphere, heat metal\n1/day: conjure elemental (fire elemental only)" } ], "spell_list": [], "page_no": 311, "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_salamander-monarch/" }, { "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": "sasori-fukurowashi", "desc": "A golden pair of glowing, avian irises reveal a large creature on a nearby tree. Horn-like feathered ears sit atop its muscular, winged form. As it shifts on its branch, its wings divulge a hint of insectoid claws beneath them. A soft, echoing voice asks, “Are you lost? Do you need aid?”_ \nSasori fukurōwashi are kami originating from reincarnated noble souls who consistently honored and protected nature in their past life. \n**Friendly Protectors.** Unlike others of their kind, these kami are not found near specific shrines, and they can’t be summoned. The sasori fukurōwashi are divine spirits inherently connected to all of nature, fulfilling the role of divine agent, messenger, or roaming protector. They are generally peaceable, befriending non-evil humanoids, fey, and other magical beings that don’t defile natural environments. \n**Nocturnal.** They are inclined to rest or meditate by day and are active from dusk until dawn. Blessed with the ability to shift to and from the Ethereal Plane, these kami have a distinct tactical advantage to aid any nearby kami or respectful and contrite travelers along their way. \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.", "name": "Sasori Fukurowashi", "size": "Medium", "type": "Fey", "subtype": "kami", "group": null, "alignment": "neutral good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "19d8+38", "speed": { "fly": 80, "walk": 40, "climb": 20 }, "strength": 17, "dexterity": 19, "constitution": 15, "intelligence": 11, "wisdom": 21, "charisma": 19, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": null, "perception": 9, "skills": { "perception": 9, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "truesight 60 ft., passive Perception 19", "languages": "Common, Sylvan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The sasori fukurōwashi makes three attacks: one with its claw, one with its sting, and one with its talons." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The kami has two claws, each of which can grapple only one target.", "attack_bonus": 8, "damage_dice": "2d8+4" }, { "name": "Sting", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 8, "damage_dice": "1d10+4" }, { "name": "Talons", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 8, "damage_dice": "1d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ethereal Jaunt", "desc": "As a bonus action, the kami can magically shift from the Material Plane to the Ethereal Plane, or vice versa." }, { "name": "Flyby", "desc": "The kami doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The kami has advantage on saving throws against spells and other magical effects" }, { "name": "Keen Hearing and Sight", "desc": "The kami has advantage on Wisdom (Perception) checks that rely on hearing or sight." } ], "spell_list": [], "page_no": 224, "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_sasori-fukurowashi/" }, { "slug": "servant-of-the-unsated-god", "desc": "The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. Another shadowy grin appears on top of the ghoul’s and extends out, consuming all it touches._ \n**Worshiper of Hunger.** The Unsated God, is a god of death, hunger, and the undead. The bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these followers are darakhul— intelligent and civilized ghouls—who share their lord’s unholy hunger. The servants of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying intruding surface dwellers then recruiting them as newly risen undead). \n**Hungry Dead Nature.** The ghoul requires no air or sleep.", "name": "Servant of the Unsated God", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "breastplate, shield", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 17, "dexterity": 12, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 3, "history": 2, "religion": 2, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Darakhul", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The servant of the Unsated God makes two attacks: one with its bite and one with its mace of the devourer." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Mace of the Devourer", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. The mace is magical and infused with the Unsated God's power while in the servant's hands.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.", "attack_bonus": 3, "damage_dice": "1d8+1" }, { "name": "Hungering Strike (Recharge 5-6)", "desc": "A shadowy jaw superimposes over the servant of the Unsated God's mouth and reaches out to a creature within 30 feet of it. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) necrotic 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": "Inescapable Hunger", "desc": "Necrotic damage dealt by the servant of the Unsated God ignores resistance to necrotic damage." }, { "name": "Master of Disguise", "desc": "A servant in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its stench." }, { "name": "Stench", "desc": "Any creature that starts its turn within 5 feet of the servant must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the servant's Stench for the next 24 hours. A servant using this ability can't also benefit from Master of Disguise." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Turning Defiance", "desc": "The servant and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." }, { "name": "Spellcasting", "desc": "The servant of the Unsated God is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon" } ], "spell_list": [], "page_no": 321, "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_servant-of-the-unsated-god/" }, { "slug": "shadow-giant", "desc": "If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._ \n**Cast into Darkness.** In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow \n**Realm.** When they refused to serve the dark fey courts, the queen cursed them into their current form. \n**Of Two Worlds.** Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy. \n**Undying.** When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.", "name": "Shadow Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": null, "hit_points": 209, "hit_dice": "22d20+66", "speed": { "walk": 40 }, "strength": 18, "dexterity": 25, "constitution": 17, "intelligence": 12, "wisdom": 13, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, necrotic", "damage_immunities": "", "condition_immunities": "exhaustion", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Elvish, Giant, Umbral", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The shadow giant makes three attacks with its tenebrous talons." }, { "name": "Tenebrous Talons", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.", "attack_bonus": 12, "damage_dice": "2d6+7" }, { "name": "Cold Shadow (Recharge 5-6)", "desc": "The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blacklight Strobe", "desc": "The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn." }, { "name": "Distracting Flicker", "desc": "A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration." }, { "name": "Shadow Sight", "desc": "Magical darkness doesn't impede the shadow giant's darkvision." }, { "name": "Umbral Glimmer", "desc": "At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of" }, { "name": "Shadow from the Material Plane", "desc": "At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space.\n\nWhile in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material" }, { "name": "Plane", "desc": "It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow." } ], "spell_list": [], "page_no": 173, "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_shadow-giant/" }, { "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": "silver-dragon-wyrmling-skeleton", "desc": "", "name": "Silver Dragon Wyrmling Skeleton", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30, "fly": 60 }, "strength": 19, "dexterity": 10, "constitution": 17, "intelligence": 8, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": 2, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 1, "perception": null, "skills": {}, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "", "damage_immunities": "cold, poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 10", "languages": "understands all languages it knew in life 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: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons: \n* Shard Breath. The skeleton exhales a 15-foot cone of bone shards. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n* Noxious Breath. The skeleton exhales a 15-foot cone of gas. Each creature in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 113, "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_silver-dragon-wyrmling-skeleton/" }, { "slug": "spawn-of-rhopalocerex", "desc": "This large demon is bright orange and yellow, with black markings on its face and wiry body. Its wings are rounded, and its face is insectoid, with large, glowing, red eyes. Black liquid drips from its sharp mandibles. Its long arms end in sharp claws._ \n_**Everywhere Rhopalocerex Needs to Be.**_ The spawn of Rhopalocerex can be found near Rhopalocerex or in areas where the demon lord has some sort of vested interest. They serve as his direct agents, whether he is trying to establish alliances or going to war against some individual or group. \n_**Lords of Butterflies and Moths.**_ Like the demon lord himself, the spawn of Rhopalocerex enjoy a special kinship with moths and butterflies. Moths and butterflies regularly accompany the spawn, aiding them whenever possible. \n**Wardens of the Abyss.** The spawn of Rhopalocerex are the wardens of the deadly wild areas of the Abyss under Rhopalocerex’s control, defending it against all who would come to defile it. They originate at the demon lord’s lair in the great tree and fly beneath its wide boughs, looking for threats or awaiting missions to other planes.", "name": "Spawn of Rhopalocerex", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d10+30", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 14, "dexterity": 18, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "poison", "condition_immunities": "poisoned, prone", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Infernal, telepathy 60 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The spawn of Rhopalocerex makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. or range 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Enchanting Display (Recharge 5-6)", "desc": "The spawn of Rhopalocerex flutters its wings, and its large eyes briefly shine. Each creature within 30 feet of the spawn and that can see it must make a DC 15 Charisma saving throw. On a failure, a creature is charmed for 1 minute. On a success, a creature takes 14 (4d6) psychic damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The spawn has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 92, "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_spawn-of-rhopalocerex/" }, { "slug": "thrummren", "desc": "The massive, dog-faced elk charges into battle, lightning crackling between its hooves and antlers, as its giant rider throws bolts of lightning._ \nThe sight of a storm giant charging to battle atop a baying thrummren is both breathtaking and terrifying. \n**Heavenly Wanderers.** Herds of thrummrens migrate from mountain range to mountain range across vast regions of the \n**Upper Planes.** As they travel en masse, storm clouds gather above them, and the pounding of their hooves against the ground is akin to thunder. The lightning storms generated by their proximity are truly amazing to behold. \n**Giant Bond.** Most thrummrens on the Material Plane serve as the mounts of Open Game License", "name": "Thrummren", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "walk": 60 }, "strength": 21, "dexterity": 19, "constitution": 22, "intelligence": 10, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, thunder", "damage_immunities": "lightning, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Common, Giant, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The thrummren makes two attacks: one with its gore and one with its hooves." }, { "name": "Gore", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 24 (3d12 + 5) piercing damage plus 10 (3d6) lightning damage.", "attack_bonus": 9, "damage_dice": "3d12+5" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) thunder damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Thunder Stomp (Recharge 5-6)", "desc": "The thrummren rears back and slams its front hooves into the ground. Each creature within 20 feet of the thrummren must make a DC 17 Strength saving throw. On a failure, a creature takes 35 (10d6) thunder damage, is pushed up to 10 feet away from the thrummren, and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't pushed or deafened." } ], "bonus_actions": null, "reactions": [ { "name": "Protect Rider", "desc": "When the thrummren's rider is the target of an attack the thrummren can see, the thrummren can choose to become the target of the attack instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lightning Absorption", "desc": "Whenever the thrummren is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt." }, { "name": "Magic Resistance", "desc": "The thrummren has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The thrummren's weapon attacks are magical." }, { "name": "Storm Hide", "desc": "A creature that touches the thrummren or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. The thrummren can choose for its rider to not be affected by this trait." } ], "spell_list": [], "page_no": 347, "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_thrummren/" }, { "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": "walled-horror", "desc": "An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._ \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby. \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection. \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings. \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.", "name": "Walled Horror", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d8+60", "speed": { "walk": 0 }, "strength": 18, "dexterity": 1, "constitution": 20, "intelligence": 5, "wisdom": 8, "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": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "truesight 60 ft. (blind beyond this radius), passive Perception 9", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The walled horror makes two spectral claw attacks." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Spectral Scream", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Entomb", "desc": "The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spirit-infused Structure", "desc": "The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order." }, { "name": "Wall-bound Spirits", "desc": "The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired." }, { "name": "Wall Hop", "desc": "As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait." } ], "spell_list": [], "page_no": 363, "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_walled-horror/" }, { "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": "aboleth", "desc": "", "name": "Aboleth", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "walk": 10, "swim": 40 }, "strength": 21, "dexterity": 9, "constitution": 15, "intelligence": 18, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": null, "perception": 10, "skills": { "history": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Deep Speech, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The aboleth makes three tentacle attacks." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.", "attack_bonus": 9, "damage_dice": "2d6", "damage_bonus": 5 }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "3d6", "damage_bonus": 5 }, { "name": "Enslave (3/day)", "desc": "The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\nWhenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The aboleth makes a Wisdom (Perception) check." }, { "name": "Tail Swipe", "desc": "The aboleth makes one tail attack." }, { "name": "Psychic Drain (Costs 2 Actions)", "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The aboleth can breathe air and water." }, { "name": "Mucous Cloud", "desc": "While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater." }, { "name": "Probing Telepathy", "desc": "If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature." } ], "spell_list": [], "page_no": 261, "environments": [ "Underdark", "Sewer", "Caverns", "Plane Of Water", "Water" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/aboleth.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_aboleth/" }, { "slug": "androsphinx", "desc": "", "name": "Androsphinx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "Sphinxes", "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 199, "hit_dice": "19d10+95", "speed": { "walk": 40, "fly": 60 }, "strength": 22, "dexterity": 10, "constitution": 20, "intelligence": 16, "wisdom": 18, "charisma": 23, "strength_save": null, "dexterity_save": 6, "constitution_save": 11, "intelligence_save": 9, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "arcana": 9, "perception": 10, "religion": 15 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened", "senses": "truesight 120 ft., passive Perception 20", "languages": "Common, Sphinx", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The sphinx makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.", "attack_bonus": 12, "damage_dice": "2d10", "damage_bonus": 6 }, { "name": "Roar (3/Day)", "desc": "The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.\n**First Roar.** Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n**Second Roar.** Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n**Third Roar.** Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Claw Attack", "desc": "The sphinx makes one claw attack." }, { "name": "Teleport (Costs 2 Actions)", "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal." } ], "special_abilities": [ { "name": "Inscrutable", "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage." }, { "name": "Magic Weapons", "desc": "The sphinx's weapon attacks are magical." }, { "name": "Spellcasting", "desc": "The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, spare the dying, thaumaturgy\n* 1st level (4 slots): command, detect evil and good, detect magic\n* 2nd level (3 slots): lesser restoration, zone of truth\n* 3rd level (3 slots): dispel magic, tongues\n* 4th level (3 slots): banishment, freedom of movement\n* 5th level (2 slots): flame strike, greater restoration\n* 6th level (1 slot): heroes' feast" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/sacred-flame/?format=api", "https://api-beta.open5e.com/v2/spells/spare-the-dying/?format=api", "https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=api", "https://api-beta.open5e.com/v2/spells/command/?format=api", "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/tongues/?format=api", "https://api-beta.open5e.com/v2/spells/banishment/?format=api", "https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=api", "https://api-beta.open5e.com/v2/spells/flame-strike/?format=api", "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/heroes-feast/?format=api" ], "page_no": 347, "environments": [ "Desert", "Ruins" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_androsphinx/" }, { "slug": "azer", "desc": "", "name": "Azer", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "natural armor, shield", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30 }, "strength": 17, "dexterity": 12, "constitution": 15, "intelligence": 12, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "passive Perception 11", "languages": "Ignan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Warhammer", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.", "attack_bonus": 5, "damage_dice": "1d8+1d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.", "attack_bonus": 0, "damage_dice": "1d10" }, { "name": "Heated Weapons", "desc": "When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)." }, { "name": "Illumination", "desc": "The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.." } ], "spell_list": [], "page_no": 265, "environments": [ "Plane Of Fire", "Caverns" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_azer/" }, { "slug": "behir", "desc": "", "name": "Behir", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d12+64", "speed": { "walk": 50, "climb": 40 }, "strength": 23, "dexterity": 16, "constitution": 18, "intelligence": 7, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Draconic", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The behir makes two attacks: one with its bite and one to constrict." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "3d10", "damage_bonus": 6 }, { "name": "Constrict", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.", "attack_bonus": 10, "damage_dice": "2d10+2d10", "damage_bonus": 6 }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "12d10" }, { "name": "Swallow", "desc": "The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.\nIf the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.", "attack_bonus": 0, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 265, "environments": [ "Underdark", "Ruin", "Plane Of Earth", "Caverns" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/behir.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_behir/" }, { "slug": "black-dragon-wyrmling", "desc": "", "name": "Black Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Black Dragon", "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 33, "hit_dice": "6d8+6", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 15, "dexterity": 14, "constitution": 13, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": 4, "constitution_save": 3, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 3, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.", "attack_bonus": 4, "damage_dice": "1d10", "damage_bonus": 2 }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "5d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 282, "environments": [ "Swamp" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_black-dragon-wyrmling/" }, { "slug": "blue-dragon-wyrmling", "desc": "", "name": "Blue Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Blue Dragon", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30, "burrow": 15, "fly": 60 }, "strength": 17, "dexterity": 10, "constitution": 15, "intelligence": 12, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 4, "perception": 4, "skills": { "perception": 4, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.", "attack_bonus": 5, "damage_dice": "1d10+1d6", "damage_bonus": 3 }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 284, "environments": [ "Desert" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_blue-dragon-wyrmling/" }, { "slug": "bronze-dragon-wyrmling", "desc": "", "name": "Bronze Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Bronze Dragon", "alignment": "lawful good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 17, "dexterity": 10, "constitution": 15, "intelligence": 12, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 4, "perception": 4, "skills": { "perception": 4, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d10", "damage_bonus": 3 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.", "attack_bonus": 0, "damage_dice": "3d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 295, "environments": [ "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_bronze-dragon-wyrmling/" }, { "slug": "bulette", "desc": "", "name": "Bulette", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "9d10+45", "speed": { "walk": 40, "burrow": 40 }, "strength": 19, "dexterity": 11, "constitution": 21, "intelligence": 2, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16", "languages": "", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "4d12", "damage_bonus": 4 }, { "name": "Deadly Leap", "desc": "If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Standing Leap", "desc": "The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start." } ], "spell_list": [], "page_no": 266, "environments": [ "Hill", "Desert", "Mountains", "Grassland", "Forest", "Ruin", "Hills", "Mountain", "Settlement", "Plane Of Earth" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/bulette.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_bulette/" }, { "slug": "deva", "desc": "", "name": "Deva", "size": "Medium", "type": "Celestial", "subtype": "", "group": "Angels", "alignment": "lawful good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30, "fly": 90 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 9, "skills": { "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "darkvision 120 ft., passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The deva makes two melee attacks." }, { "name": "Mace", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.", "attack_bonus": 8, "damage_dice": "1d6+4d8", "damage_bonus": 4 }, { "name": "Healing Touch (3/Day)", "desc": "The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness." }, { "name": "Change Shape", "desc": "The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Innate Spellcasting", "desc": "The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead" }, { "name": "Magic Resistance", "desc": "The deva has advantage on saving throws against spells and other magical effects." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/commune/?format=api", "https://api-beta.open5e.com/v2/spells/raise-dead/?format=api" ], "page_no": 261, "environments": [ "Temple", "Astral Plane" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_deva/" }, { "slug": "djinni", "desc": "", "name": "Djinni", "size": "Large", "type": "Elemental", "subtype": "", "group": "Genies", "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d10+84", "speed": { "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The djinni makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).", "attack_bonus": 9, "damage_dice": "2d6+1d6", "damage_bonus": 5 }, { "name": "Create Whirlwind", "desc": "A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Demise", "desc": "If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying." }, { "name": "Innate Spellcasting", "desc": "The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift" }, { "name": "Variant: Genie Powers", "desc": "Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=api", "https://api-beta.open5e.com/v2/spells/tongues/?format=api", "https://api-beta.open5e.com/v2/spells/wind-walk/?format=api", "https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=api", "https://api-beta.open5e.com/v2/spells/creation/?format=api", "https://api-beta.open5e.com/v2/spells/gaseous-form/?format=api", "https://api-beta.open5e.com/v2/spells/invisibility/?format=api", "https://api-beta.open5e.com/v2/spells/major-image/?format=api", "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api" ], "page_no": 310, "environments": [ "Desert", "Plane Of Air", "Coastal" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_djinni/" }, { "slug": "earth-elemental", "desc": "", "name": "Earth Elemental", "size": "Large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 30, "burrow": 30 }, "strength": 20, "dexterity": 8, "constitution": 20, "intelligence": 5, "wisdom": 10, "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": "thunder", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 10", "languages": "Terran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d8", "damage_bonus": 5 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Earth Glide", "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." }, { "name": "Siege Monster", "desc": "The elemental deals double damage to objects and structures." } ], "spell_list": [], "page_no": 306, "environments": [ "Underdark", "Laboratory", "Plane Of Earth" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_earth-elemental/" }, { "slug": "efreeti", "desc": "", "name": "Efreeti", "size": "Large", "type": "Elemental", "subtype": "", "group": "Genies", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 200, "hit_dice": "16d10+112", "speed": { "walk": 40, "fly": 60 }, "strength": 22, "dexterity": 12, "constitution": 24, "intelligence": 16, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 7, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Ignan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The efreeti makes two scimitar attacks or uses its Hurl Flame twice." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.", "attack_bonus": 10, "damage_dice": "2d6+2d6", "damage_bonus": 6 }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.", "attack_bonus": 7, "damage_dice": "5d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Demise", "desc": "If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying." }, { "name": "Innate Spellcasting", "desc": "The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic\n3/day each: enlarge/reduce, tongues\n1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire" }, { "name": "Variant: Genie Powers", "desc": "Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/enlargereduce/?format=api", "https://api-beta.open5e.com/v2/spells/tongues/?format=api", "https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=api", "https://api-beta.open5e.com/v2/spells/gaseous-form/?format=api", "https://api-beta.open5e.com/v2/spells/invisibility/?format=api", "https://api-beta.open5e.com/v2/spells/major-image/?format=api", "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api", "https://api-beta.open5e.com/v2/spells/wall-of-fire/?format=api" ], "page_no": 310, "environments": [ "Desert", "Plane Of Fire", "Mountains" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_efreeti/" }, { "slug": "flying-sword", "desc": "", "name": "Flying Sword", "size": "Small", "type": "Construct", "subtype": "", "group": "Animated Objects", "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 17, "hit_dice": "5d6", "speed": { "hover": true, "walk": 0, "fly": 50 }, "strength": 12, "dexterity": 15, "constitution": 11, "intelligence": 1, "wisdom": 5, "charisma": 1, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 7", "languages": "", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Longsword", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.", "attack_bonus": 3, "damage_dice": "1d8", "damage_bonus": 1 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Antimagic Susceptibility", "desc": "The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute." }, { "name": "False Appearance", "desc": "While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword." } ], "spell_list": [], "page_no": 264, "environments": [ "Ruin", "Laboratory" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_flying-sword/" }, { "slug": "glabrezu", "desc": "", "name": "Glabrezu", "size": "Large", "type": "Fiend", "subtype": "demon", "group": "Demons", "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 40 }, "strength": 20, "dexterity": 15, "constitution": 21, "intelligence": 19, "wisdom": 17, "charisma": 16, "strength_save": 9, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 13", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell." }, { "name": "Pincer", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.", "attack_bonus": 9, "damage_dice": "2d10", "damage_bonus": 5 }, { "name": "Fist", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d4", "damage_bonus": 2 }, { "name": "Variant: Summon Demon (1/Day)", "desc": "The demon chooses what to summon and attempts a magical summoning.\nA glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun" }, { "name": "Magic Resistance", "desc": "The glabrezu has advantage on saving throws against spells and other magical effects." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/darkness/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/confusion/?format=api", "https://api-beta.open5e.com/v2/spells/fly/?format=api", "https://api-beta.open5e.com/v2/spells/power-word-stun/?format=api" ], "page_no": 271, "environments": [ "Abyss" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_glabrezu/" }, { "slug": "gold-dragon-wyrmling", "desc": "", "name": "Gold Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Gold Dragon", "alignment": "lawful good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 19, "dexterity": 14, "constitution": 17, "intelligence": 14, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 5, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10", "damage_bonus": 4 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.", "attack_bonus": 0, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 300, "environments": [ "Grassland", "Astral Plane", "Ruin", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_gold-dragon-wyrmling/" }, { "slug": "green-dragon-wyrmling", "desc": "", "name": "Green Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Green Dragon", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 38, "hit_dice": "7d8+7", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 15, "dexterity": 12, "constitution": 13, "intelligence": 14, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": 3, "constitution_save": 3, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 3, "perception": 4, "skills": { "perception": 4, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.", "attack_bonus": 4, "damage_dice": "1d10+1d6", "damage_bonus": 3 }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 286, "environments": [ "Jungle", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_green-dragon-wyrmling/" }, { "slug": "green-hag", "desc": "", "name": "Green Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": "Hags", "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 18, "dexterity": 12, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "arcana": 3, "deception": 4, "perception": 4, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Draconic, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d8", "damage_bonus": 4 }, { "name": "Illusory Appearance", "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised." }, { "name": "Invisible Passage", "desc": "The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The hag can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:\n\nAt will: dancing lights, minor illusion, vicious mockery" }, { "name": "Mimicry", "desc": "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check." }, { "name": "Hag Coven", "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos." }, { "name": "Shared Spellcasting (Coven Only)", "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier." }, { "name": "Hag Eye (Coven Only)", "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/dancing-lights/?format=api", "https://api-beta.open5e.com/v2/spells/minor-illusion/?format=api", "https://api-beta.open5e.com/v2/spells/vicious-mockery/?format=api", "https://api-beta.open5e.com/v2/spells/identify/?format=api", "https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=api", "https://api-beta.open5e.com/v2/spells/hold-person/?format=api", "https://api-beta.open5e.com/v2/spells/locate-object/?format=api", "https://api-beta.open5e.com/v2/spells/bestow-curse/?format=api", "https://api-beta.open5e.com/v2/spells/counterspell/?format=api", "https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=api", "https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=api", "https://api-beta.open5e.com/v2/spells/polymorph/?format=api", "https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api", "https://api-beta.open5e.com/v2/spells/eye-bite/?format=api" ], "page_no": 319, "environments": [ "Hill", "Forest", "Ruin", "Swamp", "Jungle", "Feywild", "Shadowfell", "Caverns", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_green-hag/" }, { "slug": "gynosphinx", "desc": "", "name": "Gynosphinx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "Sphinxes", "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "walk": 40, "fly": 60 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 18, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": { "arcana": 12, "history": 12, "perception": 8, "religion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic", "condition_immunities": "charmed, frightened", "senses": "truesight 120 ft., passive Perception 18", "languages": "Common, Sphinx", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The sphinx makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 9, "damage_dice": "2d8", "damage_bonus": 4 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Claw Attack", "desc": "The sphinx makes one claw attack." }, { "name": "Teleport (Costs 2 Actions)", "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal." } ], "special_abilities": [ { "name": "Inscrutable", "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage." }, { "name": "Magic Weapons", "desc": "The sphinx's weapon attacks are magical." }, { "name": "Spellcasting", "desc": "The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, prestidigitation\n* 1st level (4 slots): detect magic, identify, shield\n* 2nd level (3 slots): darkness, locate object, suggestion\n* 3rd level (3 slots): dispel magic, remove curse, tongues\n* 4th level (3 slots): banishment, greater invisibility\n* 5th level (1 slot): legend lore" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/mage-hand/?format=api", "https://api-beta.open5e.com/v2/spells/minor-illusion/?format=api", "https://api-beta.open5e.com/v2/spells/prestidigitation/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/identify/?format=api", "https://api-beta.open5e.com/v2/spells/shield/?format=api", "https://api-beta.open5e.com/v2/spells/darkness/?format=api", "https://api-beta.open5e.com/v2/spells/locate-object/?format=api", "https://api-beta.open5e.com/v2/spells/suggestion/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/remove-curse/?format=api", "https://api-beta.open5e.com/v2/spells/tongues/?format=api", "https://api-beta.open5e.com/v2/spells/banishment/?format=api", "https://api-beta.open5e.com/v2/spells/greater-invisibility/?format=api", "https://api-beta.open5e.com/v2/spells/legend-lore/?format=api" ], "page_no": 348, "environments": [ "Desert", "Ruins" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_gynosphinx/" }, { "slug": "lich", "desc": "", "name": "Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d8+54", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 16, "intelligence": 20, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": 12, "wisdom_save": 9, "charisma_save": null, "perception": 9, "skills": { "arcana": 19, "history": 12, "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning, necrotic", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 120 ft., passive Perception 19", "languages": "Common plus up to five other languages", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Paralyzing Touch", "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. 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": 12, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Cantrip", "desc": "The lich casts a cantrip." }, { "name": "Paralyzing Touch (Costs 2 Actions)", "desc": "The lich uses its Paralyzing Touch." }, { "name": "Frightening Gaze (Costs 2 Actions)", "desc": "The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours." }, { "name": "Disrupt Life (Costs 3 Actions)", "desc": "Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "6d6" } ], "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": "Spellcasting", "desc": "The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, prestidigitation, ray of frost\n* 1st level (4 slots): detect magic, magic missile, shield, thunderwave\n* 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image\n* 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball\n* 4th level (3 slots): blight, dimension door\n* 5th level (3 slots): cloudkill, scrying\n* 6th level (1 slot): disintegrate, globe of invulnerability\n* 7th level (1 slot): finger of death, plane shift\n* 8th level (1 slot): dominate monster, power word stun\n* 9th level (1 slot): power word kill" }, { "name": "Turn Resistance", "desc": "The lich has advantage on saving throws against any effect that turns undead." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/mage-hand/?format=api", "https://api-beta.open5e.com/v2/spells/prestidigitation/?format=api", "https://api-beta.open5e.com/v2/spells/ray-of-frost/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/magic-missile/?format=api", "https://api-beta.open5e.com/v2/spells/shield/?format=api", "https://api-beta.open5e.com/v2/spells/thunderwave/?format=api", "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api-beta.open5e.com/v2/spells/invisibility/?format=api", "https://api-beta.open5e.com/v2/spells/acid-arrow/?format=api", "https://api-beta.open5e.com/v2/spells/mirror-image/?format=api", "https://api-beta.open5e.com/v2/spells/animate-dead/?format=api", "https://api-beta.open5e.com/v2/spells/counterspell/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/fireball/?format=api", "https://api-beta.open5e.com/v2/spells/blight/?format=api", "https://api-beta.open5e.com/v2/spells/dimension-door/?format=api", "https://api-beta.open5e.com/v2/spells/cloudkill/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api", "https://api-beta.open5e.com/v2/spells/disintegrate/?format=api", "https://api-beta.open5e.com/v2/spells/globe-of-invulnerability/?format=api", "https://api-beta.open5e.com/v2/spells/finger-of-death/?format=api", "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api", "https://api-beta.open5e.com/v2/spells/dominate-monster/?format=api", "https://api-beta.open5e.com/v2/spells/power-word-stun/?format=api", "https://api-beta.open5e.com/v2/spells/power-word-kill/?format=api" ], "page_no": 325, "environments": [ "Shadowfell", "Ruin", "Laboratory", "Tomb" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_lich/" }, { "slug": "mummy-lord", "desc": "", "name": "Mummy Lord", "size": "Medium", "type": "Undead", "subtype": "", "group": "Mummies", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 20 }, "strength": 18, "dexterity": 10, "constitution": 17, "intelligence": 11, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": 5, "wisdom_save": 9, "charisma_save": 8, "perception": null, "skills": { "history": 5, "religion": 5 }, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "the languages it knew in life", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist." }, { "name": "Rotting Fist", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.", "attack_bonus": 9, "damage_dice": "3d6+6d6", "damage_bonus": 4 }, { "name": "Dreadful Glare", "desc": "The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Attack", "desc": "The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare." }, { "name": "Blinding Dust", "desc": "Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn." }, { "name": "Blasphemous Word (Costs 2 Actions)", "desc": "The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn." }, { "name": "Channel Negative Energy (Costs 2 Actions)", "desc": "The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn." }, { "name": "Whirlwind of Sand (Costs 2 Actions)", "desc": "The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession." } ], "special_abilities": [ { "name": "Magic Resistance", "desc": "The mummy lord has advantage on saving throws against spells and other magical effects." }, { "name": "Rejuvenation", "desc": "A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart." }, { "name": "Spellcasting", "desc": "The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, thaumaturgy\n* 1st level (4 slots): command, guiding bolt, shield of faith\n* 2nd level (3 slots): hold person, silence, spiritual weapon\n* 3rd level (3 slots): animate dead, dispel magic\n* 4th level (3 slots): divination, guardian of faith\n* 5th level (2 slots): contagion, insect plague\n* 6th level (1 slot): harm" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/sacred-flame/?format=api", "https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=api", "https://api-beta.open5e.com/v2/spells/command/?format=api", "https://api-beta.open5e.com/v2/spells/guiding-bolt/?format=api", "https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=api", "https://api-beta.open5e.com/v2/spells/hold-person/?format=api", "https://api-beta.open5e.com/v2/spells/silence/?format=api", "https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=api", "https://api-beta.open5e.com/v2/spells/animate-dead/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/divination/?format=api", "https://api-beta.open5e.com/v2/spells/guardian-of-faith/?format=api", "https://api-beta.open5e.com/v2/spells/contagion/?format=api", "https://api-beta.open5e.com/v2/spells/insect-plague/?format=api", "https://api-beta.open5e.com/v2/spells/harm/?format=api" ], "page_no": 334, "environments": [ "Temple", "Desert", "Shadowfell", "Ruin", "Tomb" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_mummy-lord/" }, { "slug": "night-hag", "desc": "", "name": "Night Hag", "size": "Medium", "type": "Fiend", "subtype": "", "group": "Hags", "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "deception": 7, "insight": 6, "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Abyssal, Common, Infernal, Primordial", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Claws (Hag Form Only)", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8", "damage_bonus": 4 }, { "name": "Change Shape", "desc": "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." }, { "name": "Etherealness", "desc": "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession." }, { "name": "Nightmare Haunting (1/Day)", "desc": "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep" }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and other magical effects." }, { "name": "Night Hag Items", "desc": "A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)." }, { "name": "Hag Coven", "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos." }, { "name": "Shared Spellcasting (Coven Only)", "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier." }, { "name": "Hag Eye (Coven Only)", "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/magic-missile/?format=api", "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api", "https://api-beta.open5e.com/v2/spells/ray-of-enfeeblement/?format=api", "https://api-beta.open5e.com/v2/spells/sleep/?format=api", "https://api-beta.open5e.com/v2/spells/identify/?format=api", "https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=api", "https://api-beta.open5e.com/v2/spells/hold-person/?format=api", "https://api-beta.open5e.com/v2/spells/locate-object/?format=api", "https://api-beta.open5e.com/v2/spells/bestow-curse/?format=api", "https://api-beta.open5e.com/v2/spells/counterspell/?format=api", "https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=api", "https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=api", "https://api-beta.open5e.com/v2/spells/polymorph/?format=api", "https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api", "https://api-beta.open5e.com/v2/spells/eye-bite/?format=api" ], "page_no": 319, "environments": [ "Forest", "Ruin", "Jungle", "Feywild", "Shadowfell", "Caverns", "Swamp", "Settlement", "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_night-hag/" } ] }