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=challenge_rating&page=48
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=challenge_rating&page=49", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=challenge_rating&page=47", "results": [ { "slug": "hound-of-the-night", "desc": "_These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party._ \n**Fey Bloodhounds.** Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall. \n**Cousins to Winter.** Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains. \n**Dimensional Stepping.** Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks.", "name": "Hound Of The Night", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d10+30", "speed": { "walk": 30 }, "strength": 20, "dexterity": 16, "constitution": 14, "intelligence": 9, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "intimidation": 3, "perception": 5, "stealth": 6 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Elvish and Umbral but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 8, "damage_dice": "3d10" }, { "name": "Frost Breath (Recharge 5-6)", "desc": "The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Scent", "desc": "A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow." }, { "name": "Innate Spellcasting", "desc": "the hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: dimension door" } ], "spell_list": [], "page_no": 251, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_hound-of-the-night/" }, { "slug": "hulking-whelp", "desc": "_This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by._ \n**Emotional Giant.** A hulking whelp is a tightly wound ball of emotion, extremely private and defensive of its personal space, and terrified of the world around it. When it feels its personal space violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions. \n**Calm Friend.** When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions and fear of what it might do if it feels threatened than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 lb. Unleashed, it is 20 feet tall and 4,000 lb.", "name": "Hulking Whelp", "size": "Small", "type": "Fey", "subtype": "shapechanger", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "9d12+36", "speed": { "walk": 40 }, "strength": 21, "dexterity": 10, "constitution": 18, "intelligence": 7, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "impaired sight 30 ft., passive Perception 12", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The hulking whelp makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": [ { "name": "Quick Step", "desc": "A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Calm State", "desc": "When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 - 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan" }, { "name": "Poor Senses", "desc": "A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away." }, { "name": "Unleashed Emotion", "desc": "When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days." } ], "spell_list": [], "page_no": 252, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_hulking-whelp/" }, { "slug": "kikimora", "desc": "_This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet._ \n**Filthy Illusions.** Kikimoras are devious house spirits who torment those they live with unless they are catered to and cajoled. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. \nThey love secretly breaking things or making such destruction seem like an accident. They then convince the house’s residents to leave gifts as enticement for making repairs in the night. \n**Brownie Hunters.** Kikimoras hate brownies. While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora‑infested homes with the intention of evicting them. \nIf homeowners refuse to appease the kikimora (or cannot rid themselves of her devious presence), the kikimora sends a swarm of spiders, rats, or bats. Many times inhabitants in a home plagued by a kikimora believe it is haunted. \n**Fast Talkers.** While they try to avoid notice and aren’t great talespinners, kikimoras are convincing and use this influence to gain an upper hand—or to evade capture or avoid violence.", "name": "Kikimora", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 13, "dexterity": 18, "constitution": 15, "intelligence": 12, "wisdom": 16, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 7, "persuasion": 7, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The kikimora makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Hidey-Hole", "desc": "When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi-permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The kikimora has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation\n\n3/day each: animal friendship, blinding smite, sleep\n\n1/day each: insect plague, major image" } ], "spell_list": [], "page_no": 260, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_kikimora/" }, { "slug": "kongamato", "desc": "_The kongamato is an evolutionary holdover, a large pterodactyl with avian traits, such as emergent feathers and long, beaklike jaws._ \n**Boat Breaker.** Its name means \"breaker of boats,\" and as that implies, this creature systematically destroys the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotami or crocodiles. \n**Spoken in Whispers.** For some tribes, kongamatos present a terrible threat, and they speak in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers. \n**Maneaters.** Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching children and Small humanoids with their claws and flying away.", "name": "Kongamato", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d10+30", "speed": { "walk": 10, "fly": 60 }, "strength": 19, "dexterity": 18, "constitution": 14, "intelligence": 2, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The kongamato makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.", "attack_bonus": 7, "damage_dice": "4d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach." }, { "name": "Breaker of Boats", "desc": "The kongamato deals double damage to objects and structures made of wood or lighter materials." }, { "name": "Carry Off", "desc": "A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs." } ], "spell_list": [], "page_no": 265, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_kongamato/" }, { "slug": "lindwurm", "desc": "_Coiling like a living corkscrew, moving with a scraping hiss, a lindwurm’s serpentine form skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves._ \n**Swift and Smooth as Ice.** Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice. \n**Sea Hunters.** In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They employ wolf-pack tactics and enjoy surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching them up with their constricting tails.", "name": "Lindwurm", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "walk": 40, "swim": 20 }, "strength": 18, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 12, "charisma": 8, "strength_save": 7, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "acrobatics": 8, "athletics": 8, "perception": 4, "stealth": 9 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "paralyzed, prone, unconscious", "senses": "darkvision 60 ft., tremorsense 120 ft. on ice, passive Perception 14", "languages": "", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The lindwurm makes one bite attack, one claw attack, and one constrict attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.", "attack_bonus": 7, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lindwurm Fever", "desc": "A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured." }, { "name": "Skittering Skater", "desc": "Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell." }, { "name": "Snake Belly", "desc": "When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense." } ], "spell_list": [], "page_no": 276, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_lindwurm/" }, { "slug": "lorelei", "desc": "_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._ \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown. \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey. \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.", "name": "Lorelei", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "18 mage armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "swim": 30 }, "strength": 10, "dexterity": 21, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": null, "skills": { "deception": 9, "performance": 9, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Charm", "desc": "The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect." }, { "name": "Stunning Glance", "desc": "The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alluring Presence", "desc": "All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours." }, { "name": "Unearthly Grace", "desc": "A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier." }, { "name": "Water Spirit", "desc": "The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water." }, { "name": "Spellcasting", "desc": "the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm" } ], "spell_list": [], "page_no": 279, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_lorelei/" }, { "slug": "mi-go", "desc": "_Mi-go have been described as “vaguely insectlike,” but the emphasis belongs on “vaguely.” They have stubby wings, multiple limbs, and nightmarish heads, but the resemblance ends there._ \nThe mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades. \n**Alien Technology.** Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species. \n**World Colonizers.** The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will. \n**Brain Cylinders.** One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning). \nMi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep).", "name": "Mi-Go", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d8+40", "speed": { "walk": 30, "fly": 60 }, "strength": 16, "dexterity": 19, "constitution": 21, "intelligence": 25, "wisdom": 15, "charisma": 13, "strength_save": 6, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 4, "perception": 5, "skills": { "arcana": 10, "deception": 7, "medicine": 5, "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "radiant, cold", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 240 ft., passive Perception 15", "languages": "Common, Mi-go, Void Speech", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The mi-go makes two attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": [ { "name": "Spore Release", "desc": "When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Astral Travelers", "desc": "Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right." }, { "name": "Sneak Attack (1/Turn)", "desc": "The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll." }, { "name": "Disquieting Technology", "desc": "The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item." } ], "spell_list": [], "page_no": 287, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mi-go/" }, { "slug": "ngobou", "desc": "_This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth._ \n_**Hatred of Elephants.**_ Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephants’ scent are sufficient to trigger an ngobou’s rage. \n_**Poor Beasts of War.**_ Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals; their behavior is too erratic, especially if elephants are nearby or have been in the area recently. \n_**Trample Crops.**_ Ngobou herds can smash entire crops flat in minutes—and their horns can tear through a herd of goats or cattle in little time as well.", "name": "Ngobou", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 40 }, "strength": 20, "dexterity": 9, "constitution": 16, "intelligence": 2, "wisdom": 9, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "6d10" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Trampling Charge", "desc": "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action." }, { "name": "Elephants' Bane", "desc": "The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours." }, { "name": "Spikes", "desc": "A creature that grapples an ngobou takes 9 (2d8) piercing damage." } ], "spell_list": [], "page_no": 115, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ngobou/" }, { "slug": "owl-harpy", "desc": "_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._ \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles. \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them. \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.", "name": "Owl Harpy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 20, "fly": 80, "hover": true }, "strength": 12, "dexterity": 17, "constitution": 16, "intelligence": 11, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "performance": 7, "stealth": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 12", "languages": "Common, Abyssal, Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The owl harpy makes two claw attacks and two talon attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4" }, { "name": "Talons", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Hovering Darkness", "desc": "An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning." }, { "name": "Luring Song", "desc": "The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Quiet Flight", "desc": "The owl harpy gains an additional +3 to Stealth (+9 in total) while flying." }, { "name": "Dissonance", "desc": "The owl harpy can't use its blindsight while deafened." }, { "name": "Innate Spellcasting", "desc": "the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness" } ], "spell_list": [], "page_no": 246, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_owl-harpy/" }, { "slug": "rat-king", "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._ \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly. \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered. \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.", "name": "Rat King", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "burrow": 20 }, "strength": 6, "dexterity": 16, "constitution": 18, "intelligence": 11, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Thieves' Cant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rat king makes four bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Summon Swarm (1/Day)", "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies." } ], "bonus_actions": null, "reactions": [ { "name": "Absorption", "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Plague of Ill Omen", "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result." } ], "spell_list": [], "page_no": 318, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_rat-king/" }, { "slug": "ravenala", "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._ \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned. \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.", "name": "Ravenala", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "cold, fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The ravenala makes two slam attacks or two bursting pod attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bursting Pod", "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Lamenting Engulfment", "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ravenala has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns" }, { "name": "Green Walk", "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement." } ], "spell_list": [], "page_no": 321, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenala/" }, { "slug": "ravenfolk-doom-croaker", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Doom Croaker", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 14, "strength_save": 3, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Ghost Wings", "desc": "The ravenfolk doom croaker furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Radiant Runestaff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.", "attack_bonus": 3, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." }, { "name": "Magic Resistance", "desc": "The doom croaker has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages\n\n3/day each: counterspell, fear, phantom steed\n\n1/day each: blight, call lightning, clairvoyance, insect plague\n\n1/week: legend lore" } ], "spell_list": [], "page_no": 324, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-doom-croaker/" }, { "slug": "rift-swine", "desc": "_This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, and long tentacles trail from its sides._ \nFrom time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light. \n**Destructive Herds.** Rift swine travel in herds of 5-8 (and larger herds are possible). Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed. \n**Abyssal Meat.** The rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places, are thankfully unconfirmed.", "name": "Rift Swine", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 17, "intelligence": 4, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "force, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rift swine makes one tusks attack and two tentacle attacks." }, { "name": "Tusks", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.", "attack_bonus": 7, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "360-Degree Vision", "desc": "The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight." }, { "name": "Chaos mutations", "desc": "50% of rift swine have additional mutant features. Choose or roll on the table below.\n\n1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.\n\n2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).\n\n3 - Covered in Slime:Increase the rift swine's AC by 1.\n\n4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.\n\n5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.\n\n6 - Roll Twice" } ], "spell_list": [], "page_no": 326, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_rift-swine/" }, { "slug": "sand-hag", "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._ \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one. \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others. \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.", "name": "Sand Hag", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "burrow": 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": 5, "skills": { "deception": 6, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Dwarvish, Giant, Gnomish", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sand hag makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Scouring Sirocco (Recharge 5-6)", "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn." }, { "name": "Change Shape", "desc": "The hag 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." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The sand hag has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image" }, { "name": "Mimicry", "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check." }, { "name": "Scorpion Step", "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft." } ], "spell_list": [], "page_no": 245, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sand-hag/" }, { "slug": "sandman", "desc": "_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._ \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares. \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil. \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.", "name": "Sandman", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 40 }, "strength": 11, "dexterity": 19, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious", "senses": "truesight 60 ft., passive Perception 12", "languages": "Common, Celestial, Giant, Infernal, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sandman makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Eye-Closer's Curse", "desc": "If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic." }, { "name": "Innate Spellcasting", "desc": "the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)" }, { "name": "Stuff of Dreams", "desc": "Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage." }, { "name": "Surprise Attack", "desc": "If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack." } ], "spell_list": [], "page_no": 333, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sandman/" }, { "slug": "sarcophagus-slime", "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._ \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness. \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.", "name": "Sarcophagus Slime", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 11, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 20 }, "strength": 14, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, necrotic", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Frightful Presence", "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours." }, { "name": "Corrupting Gaze", "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 336, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sarcophagus-slime/" }, { "slug": "shadow-fey-forest-hunter", "desc": "", "name": "Shadow Fey Forest Hunter", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 104, "hit_dice": "19d8+19", "speed": { "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 12, "intelligence": 11, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 7, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "arcana": 3, "perception": 4, "stealth": 10, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two ranged attacks." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sneak Attack (1/turn)", "desc": "The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 173, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey-forest-hunter/" }, { "slug": "spawn-of-arbeyach", "desc": "", "name": "Spawn Of Arbeyach", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 40, "climb": 20 }, "strength": 18, "dexterity": 15, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14", "languages": "Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "A Spawn of Arbeyach makes one bite attack and two stinger attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are." }, { "name": "Innate Spellcasting", "desc": "The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet." } ], "spell_list": [], "page_no": 97, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_spawn-of-arbeyach/" }, { "slug": "subek", "desc": "_For most of the year the subek are a kindly race, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers._ \n**Riverbank Homes.** Subek are crocodile-headed humanoids that dwell along the banks of great rivers. They are tailless, possessing muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 lb., and can live up to 300 years. \nDuring the dry season, subek are friendly, thoughtful scholars, historians, and artisans. \n**Flood Fever.** Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. \nDuring flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill nonsubek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders. \n**Keep Their Distance.** Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways. \nSubek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with northern trolls, or some loathsome and primitive part of their soul exerting control. A rare few—shamans and oracles, mostly—embrace their duality and choose to live year-round in remote regions far from civilization.", "name": "Subek", "size": "Large", "type": "Humanoid", "subtype": "subek", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d10+32", "speed": { "walk": 30, "swim": 20 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 14, "wisdom": 13, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "history": 5, "investigation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Thrash", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.", "attack_bonus": 7, "damage_dice": "2d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The subek can hold its breath for 15 minutes." }, { "name": "Flood Fever", "desc": "During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation." }, { "name": "Blood Frenzy", "desc": "The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points." } ], "spell_list": [], "page_no": 371, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_subek/" }, { "slug": "temple-dog", "desc": "_Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards._ \nA temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout. \n**Divine Colors.** Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary. \n**Travel with Priests.** As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision. \nTemple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.", "name": "Temple Dog", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 15, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": 7, "dexterity_save": null, "constitution_save": 5, "intelligence_save": 2, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Celestial and Common but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The temple dog has advantage on saving throws against spells and other magical effects." }, { "name": "Protector's Initiative", "desc": "If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll." }, { "name": "Rushing Slam", "desc": "If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action." } ], "spell_list": [], "page_no": 378, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_temple-dog/" }, { "slug": "tosculi-elite-bow-raider", "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. \nTosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red, streaked with dark crimson veins. Elite bow raiders also tower over common tosculi—they stand over 5 feet tall and weigh 130 lb. \n**Warband Leaders.** Elite bow raiders lead larger raiding parties of warriors and drones to gather slaves and sacrifices. As rare and prized members of the hive, a bow raider’s life is never thrown away like drones’ or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their hive-queen, both within the hive and on those rare occasions when the queen ventures outside.", "name": "Tosculi Elite Bow Raider", "size": "Medium", "type": "Humanoid", "subtype": "tosculi", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30, "fly": 60 }, "strength": 14, "dexterity": 18, "constitution": 17, "intelligence": 12, "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": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Gnoll, Infernal, Tosculi", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The tosculi elite bow raider makes two longbow attacks or two claws attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Deadly Precision", "desc": "The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below)." }, { "name": "Evasive", "desc": "Ranged weapon attacks against the tosculi elite bow raider have disadvantage." }, { "name": "Keen Smell", "desc": "The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Skirmisher", "desc": "The tosculi elite bow raider can Dash as a bonus action." } ], "spell_list": [], "page_no": 386, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_tosculi-elite-bow-raider/" }, { "slug": "vapor-lynx", "desc": "_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._ \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels. \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet. \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.", "name": "Vapor Lynx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 50, "climb": 30 }, "strength": 15, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vapor lynx makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form" }, { "name": "Smoky Constitution", "desc": "The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud." } ], "spell_list": [], "page_no": 398, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vapor-lynx/" }, { "slug": "vila", "desc": "_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._ \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests. \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night. \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.", "name": "Vila", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 15, "armor_desc": "", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 13, "intelligence": 11, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 6, "perception": 8, "skills": { "insight": 5, "intimidation": 6, "perception": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Sylvan, telepathy 60 ft. (beasts only)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "A vila makes two shortsword attacks or two shortbow attacks." }, { "name": "+1 Shortsword", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "1d6" }, { "name": "+1 Shortbow", "desc": "Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "1d6" }, { "name": "Fascinate (1/Day)", "desc": "When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours." }, { "name": "Forest Song (1/Day)", "desc": "The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dance of the Luckless (1/Day)", "desc": "Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken." }, { "name": "Forest Quickness", "desc": "While in forest surroundings, a vila receives a +4 bonus on initiative checks." }, { "name": "Forest Meld", "desc": "A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell." }, { "name": "Innate Spellcasting", "desc": "the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather" } ], "spell_list": [], "page_no": 400, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vila/" }, { "slug": "wormhearted-suffragan", "desc": "_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._ \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life. \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants. \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife. \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.", "name": "Wormhearted Suffragan", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": null, "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "medicine": 6, "religion": 3 }, "damage_vulnerabilities": "radiant", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack." }, { "name": "Helminth Infestation", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead" } ], "spell_list": [], "page_no": 410, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_wormhearted-suffragan/" }, { "slug": "young-spinosaurus", "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._ \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more. \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.", "name": "Young Spinosaurus", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "10d12+40", "speed": { "walk": 50, "swim": 30 }, "strength": 23, "dexterity": 11, "constitution": 19, "intelligence": 2, "wisdom": 11, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The spinosaurus makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.", "attack_bonus": 9, "damage_dice": "3d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tamed", "desc": "The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid." } ], "spell_list": [], "page_no": 116, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-spinosaurus/" }, { "slug": "zmey-headling", "desc": "A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads. \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.", "name": "Zmey Headling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 20 }, "strength": 16, "dexterity": 10, "constitution": 1, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The zmey headline makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The zmey headling can breathe air and water." }, { "name": "Regeneration", "desc": "The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 417, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_zmey-headling/" }, { "slug": "air-elemental-a5e", "desc": "", "name": "Air Elemental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 90, "hit_dice": "12d10+24", "speed": { "walk": 0, "fly": 90 }, "strength": 10, "dexterity": 18, "constitution": 14, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "lightning, thunder; damage from nonmagical weapons", "damage_immunities": "poison", "condition_immunities": "fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Auran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage." }, { "name": "Whirlwind (Recharge 5-6)", "desc": "The elemental takes the form of a whirlwind flies up to half of its fly speed without provoking opportunity attacks and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement that creature makes a DC 15 Strength saving throw. On a failure the creature is carried inside the elementals space until the whirlwind ends taking 3 (1d6) bludgeoning damage for each 10 feet it is carried and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Form", "desc": "The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing." }, { "name": "Elemental Nature", "desc": "An elemental doesnt require air, sustenance, or sleep." } ], "spell_list": [], "page_no": 191, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_air-elemental/" }, { "slug": "barbed-devil-a5e", "desc": "", "name": "Barbed Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 30 }, "strength": 18, "dexterity": 16, "constitution": 18, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": 7, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": null, "skills": { "athletics": 7, "deception": 5, "insight": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; damage from nonmagical, non-silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two attacks with its claws and one with its tail. Alternatively it uses Hurl Flame twice." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If both claw attacks hit the same Medium or smaller creature it is grappled (escape DC 15). While the target is grappled this attack may be used only against the grappled creature and has advantage against that creature." }, { "name": "Tail", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target the devil is not grappling. Hit: 10 (2d6 + 3) piercing damage." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a creature it catches on fire taking 5 (1d10) ongoing fire damage. If the target is an unattended flammable object it catches on fire. A creature can use an action to extinguish this fire." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Barbed Hide", "desc": "A creature that grapples or is grappled by the devil takes 5 (1d10) piercing damage at the beginning of the devils turn." }, { "name": "Devils Sight", "desc": "The devils darkvision penetrates magical darkness." }, { "name": "Lawful Evil", "desc": "The devil radiates a Lawful and Evil aura." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 78, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_barbed-devil/" }, { "slug": "blackguard-a5e", "desc": "", "name": "Blackguard", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 16, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": 6, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": null, "skills": { "athletics": 6, "intimidation": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "any two", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The knight attacks three times with their greatsword." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage." }, { "name": "Lance (Mounted Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet." }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 10 (3d6) poison damage." }, { "name": "Vile Curse (1/Day)", "desc": "The knight utters hellish words that scald the soul. Living creatures of the knights choice within 30 feet that can hear and understand them are magically cursed for 1 minute. A d4 is subtracted from attack rolls and saving throws made by a cursed creature. A creature immune to the frightened condition is immune to this curse." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Anger", "desc": "While the knight is conscious, allies within 10 feet gain a +2 bonus to melee weapon damage. A creature can benefit from only one Aura of Anger at a time." } ], "spell_list": [], "page_no": 475, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_blackguard/" }, { "slug": "cambion-a5e", "desc": "", "name": "Cambion", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 93, "hit_dice": "11d8+44", "speed": { "walk": 30, "fly": 60 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": 6, "wisdom_save": 5, "charisma_save": 7, "perception": null, "skills": { "deception": 7, "intimidation": 7, "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, poison; damage from nonmagical weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The cambion makes two melee attacks or two ranged attacks." }, { "name": "Black Iron Blade", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage and the target takes a wound that deals 5 (1d10) ongoing slashing damage. A creature can end the ongoing damage by staunching the wound as an action or by giving the target magical healing." }, { "name": "Fire Blast", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage." }, { "name": "Fiery Escape (1/Day)", "desc": "The cambion magically creates a fiery portal to the realm of its fiendish parent. The portal appears in an empty space within 5 feet. The portal lasts until the end of the cambions next turn or until it passes through the portal. No one but the cambion can pass through the portal; anyone else that enters its space takes 14 (4d6) fire damage." } ], "bonus_actions": [ { "name": "Fell Charm", "desc": "The cambion targets one creature within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure, it is magically charmed by the cambion for 1 day. The effect ends if the cambion or a cambions ally harms the target, or if the cambion commands it to take a suicidal action. While charmed, the target regards the cambion as a trusted friend and is an ally of the cambion. If the target makes a successful saving throw or the effect ends, the target is immune to this cambions Fell Charm for 24 hours." }, { "name": "Command", "desc": "The cambion gives an order to an ally within 60 feet that can hear it. If the ally has a reaction available, it can use it to follow the cambions order, either taking an action or moving up to its Speed." }, { "name": "Shapeshift", "desc": "The cambion magically changes its form to that of any humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are unchanged except that it has no armor or equipment, can't use its black iron blade, and can fly only if it is in a form with wings. It reverts to its true form if it dies." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 42, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_cambion/" }, { "slug": "champion-warrior-a5e", "desc": "", "name": "Champion Warrior", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "perception": 4, "stealth": 7, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The warrior attacks twice." }, { "name": "Greataxe", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn, this attack is made with advantage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 497, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_champion-warrior/" }, { "slug": "chuul-a5e", "desc": "", "name": "Chuul", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 30, "swim": 40 }, "strength": 18, "dexterity": 10, "constitution": 16, "intelligence": 5, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Deep Speech but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "If the chuul is grappling a creature it uses its tentacle on that creature. It then makes two pincer attacks." }, { "name": "Pincer", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature it is grappled (escape DC 15). When carrying a grappled creature the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature." }, { "name": "Tentacle", "desc": "A grappled creature makes a DC 14 Constitution saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the paralysis on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The chuul can breathe air and water." }, { "name": "Detect Magic", "desc": "The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic." } ], "spell_list": [], "page_no": 47, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_chuul/" }, { "slug": "corrupted-unicorn-a5e", "desc": "", "name": "Corrupted Unicorn", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 85, "hit_dice": "9d10+36", "speed": { "walk": 80 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Celestial, Elvish, Sylvan, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The unicorn attacks once with its hooves and once with its horn." }, { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage." }, { "name": "Horn", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure." }, { "name": "Trample", "desc": "The unicorn attacks a prone creature with its hooves." }, { "name": "Darkness Aura (1/Day)", "desc": "A 15-foot radius area of magical darkness emanates from the unicorn spreading around corners and moving with it. Darkvision and natural light can't penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the unicorn takes damage. The aura doesnt hinder the unicorns sight." }, { "name": "Grant Boon (3/Day)", "desc": "The unicorn touches a willing creature including itself with its horn and grants one of the following boons:" }, { "name": "Healing", "desc": "The creature magically regains 21 (6d6) hit points. It is cured of all diseases and poisons affecting it are neutralized." }, { "name": "Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result", "desc": "" }, { "name": "Protection: A glowing mote of light orbits the creatures head", "desc": "The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw." }, { "name": "Resolution", "desc": "The creature is immune to being charmed or frightened for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The unicorn has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 416, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_corrupted-unicorn/" }, { "slug": "coven-green-hag-a5e", "desc": "", "name": "Coven Green Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 14, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "arcana": 4, "deception": 5, "insight": 4, "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Draconic, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The hag attacks twice with its claws and then uses Hex if not in beast form." }, { "name": "Beast Form", "desc": "The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form it retains its game statistics can't cast spells can't use Hex and can't speak. The hags Speed increases by 10 feet and when appropriate to its beast form it gains a climb fly or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form." }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage." }, { "name": "Hex (Gaze)", "desc": "A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:" }, { "name": "1", "desc": "Charm Hex. The target is charmed by the hag." }, { "name": "2", "desc": "Fear Hex. The target is frightened of the hag." }, { "name": "3", "desc": "Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail." }, { "name": "4", "desc": "Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake." }, { "name": "Invisibility (2nd-Level; V, S, Concentration)", "desc": "The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell." } ], "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 hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas" } ], "spell_list": [], "page_no": 269, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_coven-green-hag/" }, { "slug": "duelist-a5e", "desc": "", "name": "Duelist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "perception": 4, "stealth": 7, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The warrior attacks twice." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage." } ], "bonus_actions": null, "reactions": [ { "name": "Riposte", "desc": "When the duelist is missed by a melee attack by an attacker they can see within 5 feet, the duelist makes a rapier attack against the attacker with advantage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 497, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_duelist/" }, { "slug": "earth-elemental-a5e", "desc": "", "name": "Earth Elemental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 10, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "damage from nonmagical weapons", "damage_immunities": "poison", "condition_immunities": "fatigue, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 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: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage." }, { "name": "Earths Embrace", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d12 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends the elemental can't burrow or use Earths Embrace and its slam attacks are made with advantage against the grappled target." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage." } ], "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 without disturbing it." }, { "name": "Siege Monster", "desc": "The elemental deals double damage to objects and structures." }, { "name": "Elemental Nature", "desc": "An elemental doesnt require air, sustenance, or sleep." } ], "spell_list": [], "page_no": 192, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_earth-elemental/" }, { "slug": "fell-nightmare-a5e", "desc": "", "name": "Fell Nightmare", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 60, "fly": 90 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 11", "languages": "understands Abyssal, Common, and Infernal but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure. The nightmare can move through the space of a prone creature as long as it does not end its turn there." }, { "name": "Ethereal Shift (Recharge 5-6)", "desc": "The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Evil", "desc": "The nightmare radiates an Evil aura." }, { "name": "Fiery Hooves", "desc": "The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints." }, { "name": "Fire Resistance", "desc": "The nightmare can grant fire resistance to a rider." }, { "name": "Fiery Trail", "desc": "When the nightmare moves along the ground, it can choose to leave behind a trail of fire 10 feet wide and 10 feet tall, which lasts until the beginning of the nightmares next turn. A creature that begins its turn in the fire or enters it for the first time on a turn takes 10 (3d6) fire damage. The trail ignites flammable objects." }, { "name": "Telepathy", "desc": "The nightmare gains telepathy with a range of 120 feet. It can telepathically communicate with the fiend that trained it over any distance as long as they are on the same plane of existence." } ], "spell_list": [], "page_no": 345, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_fell-nightmare/" }, { "slug": "fire-elemental-a5e", "desc": "", "name": "Fire Elemental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 90, "hit_dice": "12d10+24", "speed": { "walk": 50 }, "strength": 10, "dexterity": 18, "constitution": 14, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "damage from nonmagical weapons", "damage_immunities": "fire, poison", "condition_immunities": "fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) fire damage and the target suffers 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage." }, { "name": "Wildfire (Recharge 4-6)", "desc": "The elemental moves up to half its Speed without provoking opportunity attacks. It can enter the spaces of hostile creatures but not end this movement there. When a creature shares its space with the elemental for the first time during this movement the creature is subject to the elementals Fiery Aura and the elemental can make a slam attack against that creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Form", "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Fiery Aura", "desc": "A creature that ends its turn within 5 feet of the fire elemental takes 5 (1d10) fire damage. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet." }, { "name": "Water Weakness", "desc": "The elemental takes 6 (1d12) cold damage if it enters a body of water or starts its turn in a body of water, is splashed with at least 5 gallons of water, or is hit by a water elementals slam attack." }, { "name": "Elemental Nature", "desc": "An elemental doesnt require air, sustenance, or sleep." } ], "spell_list": [], "page_no": 193, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_fire-elemental/" }, { "slug": "flesh-guardian-a5e", "desc": "", "name": "Flesh Guardian", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "", "armor_class": 9, "armor_desc": "", "hit_points": 93, "hit_dice": "11d8+44", "speed": { "walk": 30 }, "strength": 18, "dexterity": 8, "constitution": 18, "intelligence": 6, "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": "", "damage_resistances": "", "damage_immunities": "lightning, poison; damage from nonmagical, non-adamantine weapons", "condition_immunities": "charmed, fatigue, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The guardian attacks twice with its slam." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage." }, { "name": "Hurl Object", "desc": "Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage." }, { "name": "Lightning Bolt (1/Day, While Bloodied)", "desc": "An 80-foot-long 5-foot-wide lightning bolt springs from the guardians chest. Each creature in the area makes a DC 15 Dexterity saving throw taking 28 (8d6) lightning damage on a failed save or half damage on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Berserk", "desc": "When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can't reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points." }, { "name": "If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check", "desc": "On a success, the guardian is no longer berserk." }, { "name": "Fire Fear", "desc": "When the guardian takes fire damage, it is rattled until the end of its next turn." }, { "name": "Immutable Form", "desc": "The guardian is immune to any effect that would alter its form." }, { "name": "Lightning Absorption", "desc": "When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt." }, { "name": "Magic Resistance", "desc": "The guardian has advantage on saving throws against spells and magical effects." }, { "name": "Constructed Nature", "desc": "Guardians dont require air, sustenance, or sleep." } ], "spell_list": [], "page_no": 262, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_flesh-guardian/" }, { "slug": "giant-crocodile-a5e", "desc": "", "name": "Giant Crocodile", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 85, "hit_dice": "9d12+27", "speed": { "walk": 30, "swim": 50 }, "strength": 20, "dexterity": 10, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The crocodile attacks with its bite and its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends the target is restrained and the crocodile can't bite a different target." }, { "name": "Tail", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage and the target makes a DC 18 Strength saving throw falling prone on a failure." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The crocodile can hold its breath for 30 minutes." } ], "spell_list": [], "page_no": 446, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_giant-crocodile/" }, { "slug": "giant-shark-a5e", "desc": "", "name": "Giant Shark", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 105, "hit_dice": "10d12+40", "speed": { "walk": 0, "swim": 50 }, "strength": 20, "dexterity": 10, "constitution": 18, "intelligence": 2, "wisdom": 10, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 13", "languages": "", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage. On a hit the shark can make a second bite attack as a bonus action." }, { "name": "Tail", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) bludgeoning damage and the shark can swim 20 feet without provoking opportunity attacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Water Breathing", "desc": "The shark breathes only water." } ], "spell_list": [], "page_no": 449, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_giant-shark/" }, { "slug": "night-hag-a5e", "desc": "", "name": "Night Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": null, "skills": { "arcana": 6, "deception": 6, "insight": 5, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage and the target is subject to the hags Curse trait." }, { "name": "Sleep Touch", "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target falls asleep for 4 hours or until it takes damage or is shaken awake. Once the hag successfully hits a target it can't make this attack again until it finishes a long rest." }, { "name": "Shapeshift", "desc": "The hag magically polymorphs into a Small or Medium humanoid. Equipment it is carrying isnt transformed. It retains its claws in any form. It has no true form and remains in its current form when it dies." }, { "name": "Planar Travel (3/Day)", "desc": "The hag magically enters the Ethereal Plane from the Material Plane or vice versa. Alternatively the hag is magically transported to the Material Plane Hell or the Abyss arriving within 10 miles of its desired destination." }, { "name": "Nightmare Haunting (1/Day)", "desc": "While on the Ethereal Plane the hag magically touches a sleeping creature that is under the night hags Curse and is not protected by a magic circle or protection from evil and good spell or similar magic. As long as the touch persists the target has terrible nightmares. If the nightmares last for 1 hour the target gains no benefit from the rest and its hit point maximum is reduced by 5 (1d10) until the curse ends. If this effect reduces the targets hit points maximum to 0 the target dies and the hag captures its soul. The reduction to the targets hit point maximum lasts until removed by greater restoration or similar magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Curse", "desc": "A creature touched by the hags claws is magically cursed for 30 days. While under this curse, the target has disadvantage on attack rolls made against the hag." }, { "name": "Evil", "desc": "The hag radiates an Evil aura." }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 270, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_night-hag/" }, { "slug": "remorhaz-spawn-a5e", "desc": "", "name": "Remorhaz Spawn", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 30, "burrow": 20 }, "strength": 18, "dexterity": 14, "constitution": 18, "intelligence": 4, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 0, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, fire", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11", "languages": "", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The remorhaz makes a bite attack and then a constrict attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage." }, { "name": "Constrict", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is subjected to the remorhazs Heated Body trait. The target is grappled (escape DC 15) and restrained while grappled. Until this grapple ends the remorhaz can't grapple another creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Heated Body", "desc": "A creature that starts its turn grappled by the remorhaz, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) fire damage. A creature can take this damage only once on a turn. If the remorhaz has taken cold damage since the end of its last turn, this trait doesnt function." } ], "spell_list": [], "page_no": 369, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_remorhaz-spawn/" }, { "slug": "revenant-a5e", "desc": "", "name": "Revenant", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 18, "dexterity": 16, "constitution": 18, "intelligence": 10, "wisdom": 12, "charisma": 18, "strength_save": 7, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic, psychic", "damage_immunities": "poison", "condition_immunities": "charmed, fatigue, frightened, paralyzed, poisoned, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The revenant makes two strangle attacks. It can replace one attack with Burning Hatred if available." }, { "name": "Strangle", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is grappled (escape DC 15) if its a Large or smaller creature. Until this grapple ends the creature can't breathe and the revenant can't strangle any other creature." }, { "name": "Burning Hatred (Recharge 4-6)", "desc": "The revenant targets the focus of its Fearsome Pursuit assuming the creature is within 30 feet. The target makes a DC 15 Wisdom saving throw. On a failure it takes 14 (4d6) psychic damage and is paralyzed until the end of its next turn. On a success it takes half damage and is frightened until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fearsome Pursuit", "desc": "The revenant can spend 1 minute focusing on a creature against which it has sworn vengeance. If the creature is dead or on another plane of existence, it learns that. Otherwise, after focusing, it knows the distance and direction to that creature, and so long as its moving in pursuit of that creature, it ignores difficult terrain. This effect ends if the revenant takes damage or ends its turn without moving for any reason." }, { "name": "Magic Resistance", "desc": "The revenant has advantage on saving throws against spells and other magical effects." }, { "name": "Rapid Recovery", "desc": "If the revenant goes 1 minute without taking damage, it regains all its missing hit points." }, { "name": "Relentless", "desc": "When the revenant is reduced to 0 hit points, its body turns to dust. One minute later, its spirit inhabits a recently-dead humanoid corpse of its choice on the same plane of existence, awakening with 1 hit point." } ], "spell_list": [], "page_no": 371, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_revenant/" }, { "slug": "roper-a5e", "desc": "", "name": "Roper", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 10, "climb": 10 }, "strength": 18, "dexterity": 8, "constitution": 16, "intelligence": 6, "wisdom": 14, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 12", "languages": "", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The roper makes up to four tendril attacks then uses Reel then attacks with its bite." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends the target is restrained and the roper can't use this tendril on another target." }, { "name": "Reel", "desc": "The roper pulls each creature it is grappling up to 25 feet straight towards it." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While motionless, the roper is indistinguishable from a normal stalactite or stalagmite." }, { "name": "Spider Climb", "desc": "The roper can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Tendrils", "desc": "The roper has eight tendrils. Each tendril has AC 20, 15 hit points, vulnerability to slashing damage, and immunity to psychic damage. A creature can also break a tendril by taking an action to make a DC 15 Strength check. A tendril takes no damage from sources other than attacks. The roper grows back any destroyed tendrils after a long rest." } ], "spell_list": [], "page_no": 373, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_roper/" }, { "slug": "sahuagin-champion-a5e", "desc": "", "name": "Sahuagin Champion", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40, "swim": 40 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "perception": 4, "stealth": 7, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Sahuagin", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sahuagin attacks twice." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage." }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) if wielded in two hands in melee." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The sahuagin has advantage on melee attack rolls against creatures that dont have all their hit points." }, { "name": "Limited Amphibiousness", "desc": "The sahuagin can breathe air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate." }, { "name": "Shark Telepathy", "desc": "The sahuagin can command any shark within 120 feet of it using magical telepathy." } ], "spell_list": [], "page_no": 377, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_sahuagin-champion/" }, { "slug": "scorpionfolk-imperator-a5e", "desc": "", "name": "Scorpionfolk Imperator", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 52, "hit_dice": "7d10+14", "speed": { "walk": 40 }, "strength": 14, "dexterity": 12, "constitution": 14, "intelligence": 18, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "perception": 2, "stealth": 3, "survival": 2, "arcana": 2, "history": 2, "religion": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "Common, Scorpionfolk", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends the scorpionfolk can't attack a different target with its claws." }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage." }, { "name": "Sacred Flame (Cantrip; V, S)", "desc": "One creature the imperator can see within 60 feet makes a DC 14 Dexterity saving throw taking 9 (2d8) radiant damage on a failure. This spell ignores cover." }, { "name": "Cure Wounds (1st-Level; V, S)", "desc": "The imperator touches a willing living creature restoring 8 (1d8 + 4) hit points to it." }, { "name": "Burning Gust of Wind (2nd-Level: V, S, M)", "desc": "A hot blast of wind erupts from the imperators claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperators concentration is broken each creature that starts its turn in the area or moves into the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and take 7 (2d6) fire damage. A creature in the area must spend 2 feet of movement for every foot moved towards the imperator. The imperator can change the direction of the gust with a bonus action." }, { "name": "Venomous Fireball (3rd-Level; V, S, M)", "desc": "Green fire streaks from the imperator to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw taking 21 (6d6) poison damage on a failed save or half damage on a success. A creature that fails the save is also poisoned until the end of its next turn." } ], "bonus_actions": [ { "name": "Sting", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spellcasting", "desc": "The imperator is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). It has the following cleric and wizard spells prepared:\n Cantrips (at will): light\n sacred flame\n 1st-level (4 slots): create or destroy water\n healing word\n 2nd-level (3 slots): burning gust of wind\n lesser restoration\n 3rd-level (2 slots): major image\n venomous fireball" } ], "spell_list": [], "page_no": 385, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_scorpionfolk-imperator/" }, { "slug": "scrag-a5e", "desc": "", "name": "Scrag", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 84, "hit_dice": "8d10+40", "speed": { "walk": 40, "swim": 30 }, "strength": 18, "dexterity": 12, "constitution": 20, "intelligence": 8, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The troll attacks with its bite and twice with its claw." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The troll has advantage on Perception checks that rely on smell." }, { "name": "Amphibious", "desc": "The scrag can breathe both air and water." }, { "name": "Regeneration", "desc": "The scrag regains 10 hit points at the start of its turn. If the scrag takes acid or fire damage, this trait doesnt function on its next turn. This trait also doesnt function if the troll hasnt been immersed in water since the start of its last turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate." }, { "name": "Severed Limbs", "desc": "If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:" }, { "name": "1-4: Arm", "desc": "If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack." }, { "name": "5-6: Head", "desc": "If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack." } ], "spell_list": [], "page_no": 413, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_scrag/" }, { "slug": "shadow-elf-champion-warrior-a5e", "desc": "", "name": "Shadow Elf Champion Warrior", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "perception": 4, "stealth": 7, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14, darkvision 120 ft.", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The warrior attacks twice." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. As part of this attack the warrior can poison the blade causing the attack to deal an extra 7 (2d6) poison damage." }, { "name": "Hand Crossbow", "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature it makes a DC 13 Constitution saving throw. On a failure the target is poisoned for 1 hour. If it fails the saving throw by 5 or more it falls unconscious until it is no longer poisoned it takes damage or a creature takes an action to shake it awake." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shadow Elf Spellcasting", "desc": "The warriors spellcasting ability is Charisma (spell save DC 13). The warrior can innately cast the following spells, requiring no material components:\n*At Will:* _dancing lights_ \n*1/day each:* _darkness, faerie fire_" } ], "spell_list": [], "page_no": 497, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_shadow-elf-champion-warrior/" }, { "slug": "soldier-squad-a5e", "desc": "", "name": "Soldier Squad", "size": "Large", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "perception": 3, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Spears", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 31 (6d6 + 10) piercing damage or half damage if the squad is bloodied." } ], "bonus_actions": [ { "name": "Tactical Movement", "desc": "Until the end of the squads turn, their Speed is halved and their movement doesn't provoke opportunity attacks." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Area Vulnerability", "desc": "The squad takes double damage from any effect that targets an area." }, { "name": "Squad Dispersal", "desc": "When the squad is reduced to 0 hit points, it turns into 2 (1d4) soldiers with 9 hit points each." }, { "name": "Squad", "desc": "The squad is composed of 5 or more soldiers. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing." } ], "spell_list": [], "page_no": 494, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_soldier-squad/" } ] }