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=cr&page=56
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=cr&page=57", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=cr&page=55", "results": [ { "slug": "eye-golem", "desc": "_An eye golem is muscular giant, well-proportioned with smooth, marble-white skin covered in eye-like sigils. When it opens one of its eyes opens for a moment, a beam as bright as the sun shines forth, piercing the darkness._ \n**Covered in Arcana.** Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes. \n**Blinds Victims.** An eye golem rarely kills its victims, but leaves them blinded, wandering and tormented, seeing only visions of the eye golem flashing through their memory. This drives some mad while others instead choose to serve the golem, becoming devoted to the one who still holds sight. \n**All Eyes Open.** When killed, an eye golem does not simply fall down dead. All of its eyes open at once, a deafening bellow is heard for miles, and a blinding burst of light shines from the body. When the light and noise stop, hundreds of perfectly preserved eyeballs are left on the ground, still warm and fresh and without scars or damage. Thin beams of arcane energy connecting the eyes to their owners can be detected with a successful DC 25 Intelligence (Arcana) check. Those who wield the central eye once the golem is slain can use it to restore stolen eyes to their victims. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Eye Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 30 }, "strength": 22, "dexterity": 9, "constitution": 20, "intelligence": 5, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhausted, frightened, paralyzed, petrified, poisoned", "senses": "truesight 120 ft., passive Perception 18", "languages": "understands the language of its creator, but can't speak", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two melee attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "4d8" }, { "name": "Gaze of Ancient Light (Recharge 6)", "desc": "The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn." }, { "name": "Primal Voice of Doom (1/Day)", "desc": "The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected." }, { "name": "Shoot into the Sun (1 minute/day)", "desc": "When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 233, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_eye-golem/" }, { "slug": "grim-jester", "desc": "_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._ \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.” \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing. \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators. \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 7, "skills": { "acrobatics": 10, "deception": 9, "perception": 7, "performance": 9, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Joker's Shuffle (recharge 6)", "desc": "The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)." }, { "name": "Killing Joke (recharge 6)", "desc": "The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ridicule Hope (recharge 4-6)", "desc": "When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming" }, { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The jester has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 240, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_grim-jester/" }, { "slug": "koralk-harvester-devil", "desc": "_The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe._ \n_**Transforming Poison.**_ Poison from any one of the koralk’s three stingers liquefies the target’s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure’s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils. Astoundingly, the koralk’s poison can even work this transformation on demons, converting them to the lowest form of devil. \n_**Infernal Mounts.**_ A koralk is large and strong enough for Medium-size devils to ride as a mount. They don’t like being used this way, but being devils, they do what they’re told by their betters or suffer the consequences.", "name": "Koralk (Harvester Devil)", "size": "Large", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "walk": 40 }, "strength": 16, "dexterity": 13, "constitution": 17, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled." }, { "name": "Scythe", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium-sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).", "attack_bonus": 7, "damage_dice": "2d12" }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.", "attack_bonus": 7, "damage_dice": "3d10" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.", "attack_bonus": 7, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness does not impair the koralk's darkvision." }, { "name": "Magic Resistance", "desc": "The koralk has advantage on saving throws against spells and other magical effects." }, { "name": "Steadfast", "desc": "The koralk cannot be frightened while it can see an allied creature within 30 feet of it" } ], "spell_list": [], "page_no": 108, "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_koralk-harvester-devil/" }, { "slug": "naina", "desc": "_These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women._ \n**Drakes in Human Form.** These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely. \n**Difficult to Spot.** A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells. \n**Hunted by Rumor.** When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human.", "name": "Naina", "size": "Large", "type": "Dragon", "subtype": "shapechanger", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "22d10+110", "speed": { "walk": 40, "fly": 120 }, "strength": 20, "dexterity": 16, "constitution": 21, "intelligence": 15, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": 6, "wisdom_save": 8, "charisma_save": 8, "perception": 8, "skills": { "arcana": 6, "deception": 8, "insight": 8, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Darakhul, Draconic, Elvish, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The naina makes two claw attacks and one bite attack." }, { "name": "Bite (drake form only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d12" }, { "name": "Claw (drake form only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "3d12" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas." }, { "name": "Poison", "desc": "A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends." }, { "name": "Paralysis", "desc": "A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis." }, { "name": "Sleep", "desc": "A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Sensitive", "desc": "The naina detects magic as if it were permanently under the effect of a detect magic spell." }, { "name": "Spellcasting", "desc": "the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:\n\ncantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image\n\n1st level (4 slots): charm person, thunderwave, witch bolt\n\n2nd level (3 slots): darkness, invisibility, locate object\n\n3rd level (3 slots): dispel magic, hypnotic pattern\n\n4th level (3 slots): dimension door\n\n5th level (1 slot): dominate person" }, { "name": "Shapechanger", "desc": "The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form." } ], "spell_list": [], "page_no": 302, "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_naina/" }, { "slug": "valkyrie", "desc": "_These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war ax._ \n**Choosers of the Slain.** Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding savage winged wolves (winter wolves with a fly speed of 80 feet), they visit battlefields to do their master’s will, surrounded by crows and ravens. Valkyries remain invisible during these missions, dispensing Open Game License", "name": "Valkyrie", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "chain mail) or 18 (chain mail with shield", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "fly": 30 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 19, "charisma": 18, "strength_save": 12, "dexterity_save": 12, "constitution_save": 11, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 12, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "frightened", "senses": "truesight 60 ft., passive Perception 18", "languages": "Common, Dwarvish, Giant, and see Gift of Tongues", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Longsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.", "attack_bonus": 8, "damage_dice": "1d8" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.", "attack_bonus": 8, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.", "legendary_actions": [ { "name": "Cast a Cantrip", "desc": "The valkyrie casts one spell from her at-will list." }, { "name": "Spear or Longsword Attack", "desc": "The valkyrie makes one longsword or spear attack." }, { "name": "Harvest the Fallen (Costs 2 Actions)", "desc": "A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example)." } ], "special_abilities": [ { "name": "Asgardian Weapons", "desc": "The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below)." }, { "name": "Cloak of Doom", "desc": "Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will." }, { "name": "Gift of Tongues", "desc": "Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever." }, { "name": "Innate Spellcasting", "desc": "the valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy\n\n5/day each: gentle repose, healing word, warding bond\n\n3/day each: beacon of hope, mass healing word, revivify\n\n1/day each: commune, death ward, freedom of movement, geas" } ], "spell_list": [], "page_no": 396, "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_valkyrie/" }, { "slug": "vesiculosa", "desc": "_This glittering pool stands among lush and verdant fruiting plants._ \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must. \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.", "name": "Vesiculosa", "size": "Gargantuan", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 203, "hit_dice": "14d20+56", "speed": { "walk": 0, "burrow": 5 }, "strength": 20, "dexterity": 10, "constitution": 19, "intelligence": 2, "wisdom": 14, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "charmed, blinded, deafened, frightened, prone", "senses": "tremorsense 60 ft., passive Perception 16", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed." }, { "name": "Entrap", "desc": "The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target." }, { "name": "Reel", "desc": "Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body." }, { "name": "Engulf", "desc": "The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to 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 vesiculosa's main body." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water." }, { "name": "Rich Sapphire Heartvine", "desc": "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging." }, { "name": "Rootlet Swarms", "desc": "The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours." }, { "name": "Sweet Water", "desc": "The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake." }, { "name": "Verdant", "desc": "The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed." } ], "spell_list": [], "page_no": 399, "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_vesiculosa/" }, { "slug": "voidling", "desc": "_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._ \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng. \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery. \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.", "name": "Voidling", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "", "hit_points": 110, "hit_dice": "20d10", "speed": { "hover": true, "walk": 0, "fly": 50 }, "strength": 15, "dexterity": 22, "constitution": 10, "intelligence": 14, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 6, "wisdom_save": 7, "charisma_save": 4, "perception": null, "skills": { "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic", "condition_immunities": "exhaustion, petrified, prone", "senses": "truesight 60 ft., passive Perception 13", "languages": "telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The voidling makes 4 tendril attacks." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.", "attack_bonus": 10, "damage_dice": "1d8" }, { "name": "Necrotic Burst (Recharge 5-6)", "desc": "The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fed by Darkness", "desc": "A voidling in magical darkness at the start of its turn heals 5 hit points." }, { "name": "Magic Resistance", "desc": "The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage." }, { "name": "Innate Spellcasting", "desc": "the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity" }, { "name": "Natural Invisibility", "desc": "A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision." } ], "spell_list": [], "page_no": 404, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_voidling/" }, { "slug": "ychen-bannog", "desc": "_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._ \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease. \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations. \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.", "name": "Ychen Bannog", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "14d20+84", "speed": { "walk": 50 }, "strength": 28, "dexterity": 10, "constitution": 23, "intelligence": 3, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "exhaustion", "senses": "passive Perception 11", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The ychen bannog makes one gore attack and one stomp attack." }, { "name": "Gore", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.", "attack_bonus": 13, "damage_dice": "4d8" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.", "attack_bonus": 13, "damage_dice": "4d10" }, { "name": "Destroying Bellow (Recharge 5-6)", "desc": "The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ever-Sharp Horns", "desc": "The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack." }, { "name": "Overrun", "desc": "When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action." }, { "name": "Peaceful Creature", "desc": "The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check." } ], "spell_list": [], "page_no": 413, "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_ychen-bannog/" }, { "slug": "ecstatic-bloom", "desc": "", "name": "Ecstatic Bloom", "size": "Huge", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d12+54", "speed": { "walk": 10 }, "strength": 10, "dexterity": 9, "constitution": 16, "intelligence": 20, "wisdom": 19, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 9, "wisdom_save": 9, "charisma_save": null, "perception": 9, "skills": { "insight": 9, "perception": 9 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "radiant", "condition_immunities": "charmed, frightened", "senses": "truesight 120 ft. (blind beyond this radius), passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The ecstatic bloom makes three gilded beam attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "6d8", "desc": "Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.", "name": "Gilded Beam" }, { "desc": "The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.", "name": "Castigate (Recharges after a Short or Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.", "name": "Aura of Life" }, { "desc": "At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.", "name": "Blessed Regrowth" }, { "desc": "Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.", "name": "Foster the Trees" }, { "desc": "The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.", "name": "Like Calls to Like" } ], "spell_list": [], "page_no": 303, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_ecstatic-bloom/" }, { "slug": "flying-polyp", "desc": "", "name": "Flying Polyp", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d12+54", "speed": { "fly": 60, "hover": true, "walk": 0 }, "strength": 20, "dexterity": 12, "constitution": 17, "intelligence": 22, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "arcana": 10, "history": 10, "perception": 6 }, "damage_vulnerabilities": "lightning", "damage_resistances": "acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "prone", "senses": "blindsight 60 ft., passive Perception 16", "languages": "Deep Speech, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The polyp makes two melee attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "3d6+5", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.", "name": "Tentacle" }, { "attack_bonus": 9, "damage_dice": "3d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.", "name": "Bite" }, { "desc": "Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.", "name": "Cyclone (Recharge 5-6)" }, { "desc": "The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.", "name": "Etherealness" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp's next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.", "name": "Fist of Wind" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.", "name": "Aura of Wind" }, { "desc": "The polyp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", "name": "Incorporeal Movement" }, { "desc": "The polyp has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The polyp's innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day: wind walk\n1/day: control weather", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 162, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_flying-polyp/" }, { "slug": "ghost-dragon", "desc": "", "name": "Ghost Dragon", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 14, "armor_desc": null, "hit_points": 126, "hit_dice": "23d10", "speed": { "fly": 60, "walk": 0 }, "strength": 10, "dexterity": 19, "constitution": 10, "intelligence": 14, "wisdom": 16, "charisma": 19, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 17", "languages": "any languages it knew in life", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The ghost dragon makes one claw attack and one withering bite attack.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "name": "Claw" }, { "attack_bonus": 8, "damage_dice": "2d10+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.", "name": "Withering Bite" }, { "desc": "The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.", "name": "Etherealness" }, { "desc": "The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Horrifying Breath (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.", "name": "Ethereal Sight" }, { "desc": "The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", "name": "Incorporeal Movement" } ], "spell_list": [], "page_no": 170, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_ghost-dragon/" }, { "slug": "ichneumon", "desc": "", "name": "Ichneumon", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor; 18 with Mud Armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "walk": 50 }, "strength": 22, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": 8, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": { "acrobatics": 8, "athletics": 10, "stealth": 8, "survival": 6 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 12", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The ichneumon makes three attacks: two with its bite and one with its claws.", "name": "Multiattack" }, { "attack_bonus": 10, "damage_dice": "4d6+6", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.", "name": "Bite" }, { "attack_bonus": 10, "damage_dice": "3d6+6", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.", "name": "Claws" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.", "name": "Draconic Predator" }, { "desc": "If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.", "name": "Keen Hearing and Smell" }, { "desc": "If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.", "name": "Mud Armor" } ], "spell_list": [], "page_no": 224, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_ichneumon/" }, { "slug": "ouroban", "desc": "", "name": "Ouroban", "size": "Medium", "type": "Humanoid", "subtype": "dragonborn", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "plate", "hit_points": 209, "hit_dice": "38d8+38", "speed": { "walk": 30 }, "strength": 18, "dexterity": 10, "constitution": 13, "intelligence": 12, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 8, "perception": null, "skills": { "athletics": 8, "intimidation": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "poisoned", "senses": "passive Perception 11", "languages": "Common, Draconic", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The ouroban makes three attacks with its greatsword.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.", "name": "Greatsword" }, { "attack_bonus": 5, "damage_dice": "1d10+4", "desc": "Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "name": "Heavy Crossbow" }, { "desc": "The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.", "name": "Fire Breath (Recharge after a Short or Long Rest)" }, { "desc": "The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.\n\nThe ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires.", "name": "Abyssal Fires (Recharges after a Short or Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "As a bonus action, the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn.", "name": "Devastate (Recharge 5-6)" }, { "desc": "Whenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.", "name": "Fire Absorption" }, { "desc": "The ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following paladin spells prepared:\n1st level (4 slots): command, cure wounds, detect evil and good, detect magic, divine favor (fire damage instead of radiant)\n2nd level (3 slots): branding smite, lesser restoration, zone of truth\n3rd level (3 slots): dispel magic, elemental weapon\n4th level (1 slot): banishment", "name": "Spellcasting" } ], "spell_list": [], "page_no": 293, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_ouroban/" }, { "slug": "shadow-fey-poisoner", "desc": "", "name": "Shadow Fey Poisoner", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 11, "dexterity": 18, "constitution": 16, "intelligence": 13, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "acrobatics": 8, "deception": 6, "perception": 4, "persuasion": 6, "stealth": 12 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Common, Elvish", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The shadow fey poisoner makes two shortsword attacks or two longbow attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Shortsword" }, { "attack_bonus": 8, "damage_dice": "1d8+4", "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Longbow" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.", "name": "Assassinate" }, { "desc": "When in dim light or darkness, the shadow fey poisoner is invisible.", "name": "Born of Shadows" }, { "desc": "If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.", "name": "Fey Ancestry" }, { "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.", "name": "Shadow Traveler (4/Day)" }, { "desc": "The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.", "name": "Sneak Attack (1/Turn)" }, { "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.", "name": "Traveler in Darkness" } ], "spell_list": [], "page_no": 148, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_shadow-fey-poisoner/" }, { "slug": "thorned-sulfurlord", "desc": "", "name": "Thorned Sulfurlord", "size": "Huge", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d12+54", "speed": { "walk": 20 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 9, "charisma": 12, "strength_save": 9, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "athletics": 9, "perception": 7 }, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "charmed, poisoned", "senses": "truesight 120 ft., passive Perception 17", "languages": "Abyssal, Infernal, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "2d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.", "name": "Sulfur Slam" }, { "attack_bonus": 6, "damage_dice": "3d6+2", "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage.", "name": "Fiery Spike" }, { "desc": "The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.", "name": "The World Shall Know Fire (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ground within 10 feet of the thorned sulfurlord is difficult terrain.", "name": "Burning Tangle" }, { "desc": "At the start of each of the thorned sulfurlord's turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn't function at the start of its next turn.", "name": "Hell Core" }, { "desc": "The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not.", "name": "Like Calls to Like" }, { "desc": "As a bonus action, the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord's speed is halved, it is immune to effects that would move it, and it can't be knocked prone.", "name": "Root (3/Day)" } ], "spell_list": [], "page_no": 306, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_thorned-sulfurlord/" }, { "slug": "vampiric-knight", "desc": "", "name": "Vampiric Knight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 20, "armor_desc": "plate, shield", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 13, "wisdom": 17, "charisma": 14, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "athletics": 9, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The vampiric knight makes two impaling longsword attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "1d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.", "name": "Impaling Longsword" }, { "desc": "Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.", "name": "Channel Corruption (Recharge 5-6)" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.", "name": "Shield" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.", "name": "Regeneration" }, { "desc": "The vampiric knight has the following flaws:\nForbiddance. The vampiric knight can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampiric knight takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.", "name": "Vampire Weaknesses" } ], "spell_list": [], "page_no": 369, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_vampiric-knight/" }, { "slug": "void-giant", "desc": "", "name": "Void Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "20d12+80", "speed": { "walk": 40 }, "strength": 24, "dexterity": 10, "constitution": 18, "intelligence": 18, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": null, "skills": { "arcana": 8, "history": 8, "investigation": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Common, Draconic, Giant", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The void giant makes two slam attacks.", "name": "Multiattack" }, { "attack_bonus": 11, "damage_dice": "3d8+7", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.", "name": "Slam" } ], "bonus_actions": null, "reactions": [ { "desc": "If the void giant succeeds on a saving throw against an enemy spell, the void giant doesn't suffer the effects of that spell. If it uses Void Casting on its next turn, the void giant can affect all creatures hit by its spell or who fail a saving throw against its spell instead of just one creature.", "name": "Magic Absorption" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "As a bonus action, the void giant can infuse a spell with void magic. One creature that is hit by that spell or who fails a saving throw against that spell is stunned until the end of the creature's next turn.", "name": "Void Casting" }, { "desc": "The void giant is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). The void giant has the following wizard spells prepared: \nCantrips (at will): chill touch, light, mending, shocking grasp\n1st level (4 slots): comprehend languages, magic missile, shield\n2nd level (3 slots): crown of madness, mirror image, scorching ray\n3rd level (3 slots): counterspell, fly, lightning bolt\n4th level (3 slots): confusion, ice storm, phantasmal killer\n5th level (2 slots): cone of cold, dominate person\n6th level (1 slot): disintegrate", "name": "Spellcasting" } ], "spell_list": [], "page_no": 187, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_void-giant/" }, { "slug": "wendigo", "desc": "", "name": "Wendigo", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 150, "hit_dice": "20d8+60", "speed": { "walk": 40 }, "strength": 21, "dexterity": 18, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "athletics": 9, "perception": 7, "stealth": 8, "survival": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, fire", "condition_immunities": "exhaustion, stunned", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Common", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The wendigo makes three attacks: two with its icy claw and one with its bite. Alternatively, it uses its Frozen Spittle twice.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "2d6+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (4d6) cold damage.", "name": "Icy Claw" }, { "attack_bonus": 9, "damage_dice": "2d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "name": "Bite" }, { "attack_bonus": 7, "damage_dice": "8d6", "desc": "Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 28 (8d6) cold damage, and the target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn.", "name": "Frozen Spittle" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A creature that starts its turn within 10 feet of the wendigo must succeed on a DC 15 Constitution saving throw or be paralyzed by gnawing cold and crippling hunger for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wendigo's Aura of Starvation for the next 24 hours.", "name": "Aura of Starvation" }, { "desc": "The wendigo has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" } ], "spell_list": [], "page_no": 377, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_wendigo/" }, { "slug": "abominablebeauty-tob1-2023", "desc": "False", "name": "Abominable Beauty", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "22d8 + 88", "speed": { "walk": 30 }, "strength": 17, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 16, "charisma": 26, "strength_save": null, "dexterity_save": 8, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 12, "perception": 17, "skills": { "Deception": 12, "Perception": 7, "Performance": 12, "Persuasion": 12 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "passive Perception 17", "languages": "Common, Draconic, Elvish, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The abominable beauty uses Blinding Gaze. She then makes two Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) fire damage." }, { "name": "Blinding Gaze", "desc": "The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty's eyes, the target must succeed on a DC 16 Charisma saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the abominable beauty's Blinding Gaze for the next 24 hours." }, { "name": "Deafening Voice (Recharge 5-6)", "desc": "The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a DC 16 Constitution saving throw. On a failure, a creature takes 31 (9d6) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage, isn't deafened, and is immune to the abominable beauty's Deafening Voice for the next 24 hours." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Burning Touch", "desc": "When the abominable beauty hits with a Slam attack, the Slam deals an extra 21 (6d6) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 (3d6) fire damage." } ], "spell_list": [], "page_no": 11, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_abominable-beauty/" }, { "slug": "babayagashorsemen-tob1-2023", "desc": "False", "name": "Baba Yaga’s Horsemen", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 20, "armor_desc": "plate, shield", "hit_points": 171, "hit_dice": "18d8 + 90", "speed": { "walk": 30 }, "strength": 22, "dexterity": 11, "constitution": 21, "intelligence": 16, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 18, "skills": { "Arcana": 7, "Athletics": 10, "History": 7, "Perception": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, poison", "condition_immunities": "exhaustion, paralyzed, poisoned", "senses": "passive Perception 18", "languages": "Celestial, Common, Infernal, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Lance", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 9 (2d8) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) damage of the type defined in Enchanted Weapons." }, { "name": "Horseman's Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d6 + 4) damage of the type defined in Enchanted Weapons." }, { "name": "Spellcasting", "desc": "The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n3/day: phantom steed (as an action)\n2/day each: darkness (black night horseman only), daylight (bright day and red sun horsemen only), dimension door, fire shield\n1/day: plane shift (self and mount only)" } ], "bonus_actions": [ { "name": "Temporal Strike (Recharge 5-6)", "desc": "One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a DC 17 Constitution saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a greater restoration spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Enchanted Weapons", "desc": "The horseman's weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra 2d8 damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day)." }, { "name": "Magic Resistance", "desc": "The horseman has advantage on saving throws against spells and other magical effects." }, { "name": "Peerless Rider", "desc": "Any attacks directed at the horseman's mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw." }, { "name": "Timeless Nature", "desc": "The horseman doesn't age and doesn't require food, drink, or sleep." } ], "spell_list": [], "page_no": 30, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_baba-yagas-horsemen/" }, { "slug": "berstuc-tob1-2023", "desc": "False", "name": "Berstuc", "size": "Large", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10 + 75", "speed": { "walk": 20, "burrow": 40 }, "strength": 22, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 14, "charisma": 19, "strength_save": 10, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 12, "skills": { "Deception": 8, "Nature": 9, "Stealth": 4, "Survival": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Abyssal, Common, Sylvan, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The berstuc makes three Slam attacks. If two Slam attacks hit a Medium or smaller creature, the berstuc can use Enclose on it." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature and the berstuc doesn't have two other creatures grappled." }, { "name": "Enclose", "desc": "The berstuc encloses a Medium or smaller creature grappled by it in a mossy growth on the berstuc's body, and the grapple ends. While enclosed in the berstuc's growth, the target is blinded and restrained, it has total cover from attacks and other effects outside the berstuc, and it takes 21 (6d6) poison damage at the start of each of the berstuc's turns. The berstuc can have only one creature enclosed at a time." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "False Presence", "desc": "The berstuc detects as a Fey when sensed by spells and features, such as the detect evil and good spell or a paladin's Divine Sense. However, it is still a Fiend and can be subjected to spells and features that affect Fiends, such as Divine Smite. Beasts and Plants find the berstuc's presence soothing and don't attack the berstuc unless ordered to or provoked." }, { "name": "Forest Camouflage", "desc": "The berstuc has advantage on Dexterity (Stealth) checks made to hide in forest terrain." }, { "name": "Magic Resistance", "desc": "The berstuc has advantage on saving throws against spells and other magical effects." }, { "name": "Twisted Path", "desc": "While in a nonmagical forest, the berstuc leaves no trail and can't be tracked, except by magical means. Creatures of the berstuc's choice within 30 feet of it that travel with it can't retrace their own trails, and become hopelessly lost after 1 hour of travel with the berstuc. Creatures led astray by the berstuc have disadvantage on ability checks to discern their location or to navigate for 24 hours." }, { "name": "Verdant Nature", "desc": "The berstuc doesn't require food or sleep." } ], "spell_list": [], "page_no": 83, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_berstuc/" }, { "slug": "bloodhag-tob1-2023", "desc": "False", "name": "Blood Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 204, "hit_dice": "24d8 + 96", "speed": { "walk": 30 }, "strength": 20, "dexterity": 16, "constitution": 18, "intelligence": 19, "wisdom": 21, "charisma": 17, "strength_save": null, "dexterity_save": 7, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 19, "skills": { "Deception": 7, "Intimidation": 7, "Perception": 9, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 19", "languages": "Common, Giant, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse." }, { "name": "Claws", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage, and the target is grappled (escape DC 17) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target." }, { "name": "Blood Bolt", "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn." }, { "name": "Blood-Drinking Hair", "desc": "The hag drains blood from one creature grappled by her. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken." }, { "name": "Face Peel", "desc": "The blood hag peels the face off one creature grappled by her. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) slashing damage and be stunned until the end of its next turn. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Sanguine Curse", "desc": "The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn't have blood. While cursed, the target is incapacitated and takes 9 (2d8) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success." }, { "name": "Spellcasting", "desc": "The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: disguise self, knock, tongues\n3/day each: modify memory, pass without trace" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Sense", "desc": "The blood hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her." } ], "spell_list": [], "page_no": 226, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_blood-hag/" }, { "slug": "buraq-tob1-2023", "desc": "False", "name": "Buraq", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Lawful Good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d8 + 80", "speed": { "walk": 90, "fly": 60 }, "strength": 15, "dexterity": 18, "constitution": 20, "intelligence": 18, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": 14, "skills": { "History": 8, "Religion": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "False", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 14", "languages": "Celestial, Common, Primordial, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage." }, { "name": "Teleport (1/Day)", "desc": "The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." }, { "name": "Spellcasting", "desc": "The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: comprehend languages, detect evil and good, holy aura, pass without trace\n3/day each: haste, longstrider\n1/day each: plane shift, wind walk\nTeleport (1/Day)The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Angelic Weapons", "desc": "The buraq's attacks are magical. When the buraq hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Magic Resistance", "desc": "The buraq has advantage on saving throws against spells and other magical effects." }, { "name": "Night Journey", "desc": "When outdoors at night, the distance of the buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey." }, { "name": "Powerful Steed", "desc": "The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider." } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_buraq/" }, { "slug": "corpsemound-tob1-2023", "desc": "False", "name": "Corpse Mound", "size": "Huge", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d12 + 90", "speed": { "walk": 30 }, "strength": 24, "dexterity": 11, "constitution": 21, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": 2, "wisdom_save": 4, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands Common but can’t speak", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The corpse mound makes two Slam or Bone Shard attacks. If both Slam attacks hit a Large or smaller target, the corpse mound can immediately use Envelop on it." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained." }, { "name": "Bone Shard", "desc": "Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone and restrained as it is pinned to the ground by the shard. A creature, including the restrained target, can take its action to free the target by succeeding on a DC 17 Strength check." }, { "name": "Envelop", "desc": "The corpse mound envelops a Large or smaller creature within 5 feet of it that is restrained by its Bone Shard or a Large or smaller creature grappled by it. The enveloped target is blinded, restrained, and unable to breathe, and it must succeed on a DC 17 Strength saving throw at the start of each of the mound's turns or take 18 (2d10 + 7) bludgeoning damage. If the mound moves, the enveloped target moves with it. The mound can have no more than four creatures enveloped at a time." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Absorb the Dead", "desc": "Whenever a Large or smaller creature that isn't a Construct or Undead dies within 10 feet of the corpse mound, that creature's remains join with the mound, and the mound regains hp equal to twice the CR or level of the absorbed creature. The absorbed creature can't be returned to life by any spell or effect that requires a body, unless the body is retrieved from the corpse mound." }, { "name": "Noxious Aura", "desc": "At the end of each of the corpse mound's turns, each creature within 20 feet of it must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn. On a successful saving throw, the creature is immune to the mound's Noxious Aura for 24 hours." }, { "name": "Undead Nature", "desc": "The corpse mound doesn't require air, food, drink, or sleep." }, { "name": "Zombie Drop", "desc": "At the start of each of the corpse mound's turns, it can choose to have one corpse fall from it and immediately rise as a zombie under its control. The mound can have no more than ten zombies under its control at one time. Zombies take their turns immediately after the corpse mound's turn." } ], "spell_list": [], "page_no": 68, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_corpse-mound/" }, { "slug": "dullahan-tob1-2023", "desc": "False", "name": "Dullahan", "size": "Large", "type": "Fey", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10 + 85", "speed": { "walk": 60 }, "strength": 19, "dexterity": 18, "constitution": 20, "intelligence": 13, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 16, "skills": { "Intimidation": 7, "Perception": 6, "Persuasion": 7, "Survival": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing damage from nonmagical attacks", "damage_immunities": "necrotic", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 60 ft., passive Perception 16", "languages": "Common, Elvish, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The dullahan makes three Spine Whip or Necrotic Bolt attacks. It can replace one attack with a use of Seal the Doom." }, { "name": "Spine Whip", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or fall prone as it is wracked with pain." }, { "name": "Necrotic Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) necrotic damage." }, { "name": "Seal the Doom", "desc": "The dullahan points at a creature doomed by Deathly Doom within 40 feet of it that it can see. The creature must make a DC 17 Constitution saving throw. On a failure, the target immediately drops to 0 hp if it is below half its hp maximum. On a success, the target is immune to the dullahan's Seal the Doom for the next 24 hours." } ], "bonus_actions": [ { "name": "Deathly Doom", "desc": "The dullahan magically dooms a creature for 1 hour. It can have only one creature doomed at a time. If it dooms another, the effect on the previous target ends. The dullahan knows the direction to the doomed creature as long as both are on the same plane of existence." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Baleful Glare", "desc": "When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 17 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way, the creature must take the Dash action and move away from the dullahan by the safest available route. A doomed creature that fails this saving throw is restrained while frightened instead." }, { "name": "Relentless Advance", "desc": "Moving through difficult terrain doesn't cost the dullahan extra movement, and the dullahan can move across the surface of water as if it were harmless, solid ground." }, { "name": "Relentless Nature", "desc": "The dullahan doesn't require food, drink, or sleep." } ], "spell_list": [], "page_no": 151, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_dullahan/" }, { "slug": "eyegolem-tob1-2023", "desc": "False", "name": "Eye Golem", "size": "Large", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10 + 75", "speed": { "walk": 30 }, "strength": 22, "dexterity": 9, "constitution": 20, "intelligence": 5, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 18, "skills": { "Perception": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 120 ft., passive Perception 18", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage." }, { "name": "Gaze of Ancient Light (Recharge 5-6)", "desc": "The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Primal Voice of Doom", "desc": "The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blinding Demise", "desc": "When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead." }, { "name": "Construct Nature", "desc": "The golem doesn't require air, food, drink, or sleep." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Light-Infused Fists", "desc": "The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 216, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_eye-golem/" }, { "slug": "grimjester-tob1-2023", "desc": "False", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8 + 64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 17, "skills": { "Acrobatics": 10, "Deception": 9, "Perception": 7, "Performance": 9, "Sleight of Hand": 10, "Stealth": 10 }, "damage_vulnerabilities": "False", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Necrotic Claw", "desc": "Melee Spell Attack: +9 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage." }, { "name": "Killing Joke", "desc": "The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The incapacitated target can repeat the saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save or ending the effect on itself on a success." }, { "name": "Spellcasting", "desc": "The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: disguise self, grease\n3/day each: magic mouth (as an action), mirror image\n1/day each: mislead, seeming" } ], "bonus_actions": [ { "name": "Joker's Shuffle (Recharge 6)", "desc": "The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a DC 19 Intelligence (Investigation) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in 1d20 days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the grim jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The grim jester has advantage on saving throws against any effect that turns undead." }, { "name": "Undead Nature", "desc": "The grim jester doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 224, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_grim-jester/" }, { "slug": "koralk-tob1-2023", "desc": "False", "name": "Koralk", "size": "Large", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10 + 48", "speed": { "walk": 40 }, "strength": 20, "dexterity": 13, "constitution": 17, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The koralk makes one Bite attack, one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage." }, { "name": "Scythe", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage." }, { "name": "Stinger", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or succumb to the devil's venom (see the Harvester Venom trait)." }, { "name": "Vestigial Arms", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the devil can't use its Vestigial Arms on another target." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness does not impair the koralk's darkvision." }, { "name": "Harvester Venom", "desc": "The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. Creatures with resistance or immunity to poison or the poisoned condition can be affected by this poison. Such creatures have advantage on the saving throw." }, { "name": "Magic Resistance", "desc": "The koralk has advantage on saving throws against spells and other magical effects." }, { "name": "Steadfast", "desc": "The koralk can't be frightened while it can see an ally within 30 feet of it." } ], "spell_list": [], "page_no": 97, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_koralk/" }, { "slug": "naina-tob1-2023", "desc": "False", "name": "Naina", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "22d10 + 110", "speed": { "walk": 120, "fly": 40 }, "strength": 20, "dexterity": 16, "constitution": 21, "intelligence": 15, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 8, "perception": 18, "skills": { "Deception": 8, "Insight": 8, "Perception": 8, "Persuasion": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Draconic, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks." }, { "name": "Bite (True Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage." }, { "name": "Claw (True Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage." }, { "name": "Slam (Humanoid Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage." }, { "name": "Breath Weapons (Recharge 5-6, True Form Only)", "desc": "The naina uses one of the following breath weapons:" }, { "name": "Poison Breath", "desc": "The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 40 (9d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Paralysis Breath", "desc": "The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Sleep Breath", "desc": "The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a DC 17 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it." }, { "name": "Spellcasting", "desc": "The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: charm person, dancing lights, silent image\n3/day each: dispel magic, hypnotic pattern, invisibility\n1/day each: dimension door, dominate person" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. It reverts to its true from if she dies." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Sense Magic", "desc": "The naina senses magic within 120 feet of her at will. This trait otherwise works like the detect magic spell but isn't itself magical." } ], "spell_list": [], "page_no": 282, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_naina/" }, { "slug": "valkyrie-tob1-2023", "desc": "False", "name": "Valkyrie", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 18, "armor_desc": "chain mail, shield", "hit_points": 150, "hit_dice": "20d8 + 60", "speed": { "walk": 60, "fly": 30 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 19, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 12, "perception": 18, "skills": { "Perception": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning, thunder", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "frightened, poisoned", "senses": "truesight 60 ft., passive Perception 18", "languages": "all, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The valkyrie can use its Gaze of Doom. It then makes two Longsword attacks and one Spear attack, or it makes three Radiant Bolt attacks." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) radiant damage." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 16 (3d10) radiant damage." }, { "name": "Radiant Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 26 (4d10 + 4) radiant damage." }, { "name": "Gaze of Doom", "desc": "The valkyrie's gaze foretells a doomed fate for one creature the valkyrie can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Healing Touch (4/Day)", "desc": "The valkyrie touches another creature. The target magically regains 21 (6d6) hp and is freed from any curse, disease, poison, blindness, or deafness." } ], "bonus_actions": [], "reactions": [ { "name": "Ascension", "desc": "When a friendly creature the valkyrie can see and within its Aura of Valor is reduced to 0 hp while engaged in melee combat, the valkyrie can reincarnate the creature as a gladiator. If the gladiator reduces at least three creatures to 0 hp within 1 minute of its reincarnation, it transforms into an einherjar. The valkyrie can provide ascension to up to two creatures each hour with this reaction." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aura of Valor", "desc": "Friendly creatures wielding weapons within 30 feet of the valkyrie have advantage on weapon attack rolls and ability checks. At the start of each of its turns, the valkyrie can choose to exclude any number of friendly creatures from this aura (no action required)." }, { "name": "Immortal Nature", "desc": "The valkyrie doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The valkyrie has advantage on saving throws against spells and other magical effects." }, { "name": "Radiant Weapons", "desc": "The valkyrie's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 16 (3d10) radiant damage (included in the attack)." } ], "spell_list": [], "page_no": 379, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_valkyrie/" }, { "slug": "vesiculosa-tob1-2023", "desc": "False", "name": "Vesiculosa", "size": "Gargantuan", "type": "Plant", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 232, "hit_dice": "16d20 + 64", "speed": { "walk": 20 }, "strength": 20, "dexterity": 15, "constitution": 19, "intelligence": 2, "wisdom": 14, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 16, "skills": { "Perception": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "fire, bludgeoning, piercing", "damage_immunities": "False", "condition_immunities": "charmed, blinded, deafened, frightened, prone", "senses": "tremorsense 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The vesiculosa makes four Root or Spit Sweet Water attacks." }, { "name": "Root", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained. The vesiculosa has four roots, each of which can grapple only one target." }, { "name": "Spit Sweet Water", "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one creature. Hit: 18 (3d10 + 2) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake." } ], "bonus_actions": [ { "name": "Bury", "desc": "One creature grappled by the vesiculosa is knocked prone, dragged into the ground, and buried just below the surface, ending the grapple. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 16 Strength check. This bonus action doesn't wake a creature that is unconscious from the vesiculosa's Sweet Water trait or Spit Sweet Water action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Oasis Appearance", "desc": "While the vesiculosa remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The vesiculosa's pitcher produces enough water for plants to grow around it, provided the vesiculosa remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the vesiculosa's water is affected by the Sweet Water trait as if it drank the water." }, { "name": "Sweet Fragrance", "desc": "When a creature that can smell the vesiculosa's sweet fragrance starts its turn within 30 feet of the vesiculosa, the creature must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature must move on its turn toward the vesiculosa by the safest available route to get within 5 feet of the plant and drink its water. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vesiculosa's Sweet Fragrance for the next 24 hours." }, { "name": "Sweet Water", "desc": "A creature that drinks water from the vesiculosa's pitcher regains 5 (2d4) hp, reduces its exhaustion level by 1, and must succeed on a DC 16 Constitution saving throw or fall unconscious for 10 minutes. An unconscious creature wakes up if it takes damage or if another creature takes an action to shake it awake. Drinking the water provides a creature enough nourishment to sustain it for one day." } ], "spell_list": [], "page_no": 385, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_vesiculosa/" }, { "slug": "voidling-tob1-2023", "desc": "False", "name": "Voidling", "size": "Large", "type": "Aberration", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "", "hit_points": 180, "hit_dice": "24d10 + 48", "speed": { "walk": 50 }, "strength": 15, "dexterity": 21, "constitution": 15, "intelligence": 14, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 6, "wisdom_save": 7, "charisma_save": 4, "perception": 13, "skills": { "Stealth": 9 }, "damage_vulnerabilities": "radiant", "damage_resistances": "False", "damage_immunities": "necrotic", "condition_immunities": "exhaustion, petrified, prone", "senses": "truesight 60 ft., passive Perception 13", "languages": "Void Speech, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn." }, { "name": "Shadow Tendril", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage." }, { "name": "Necrotic Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) necrotic damage." }, { "name": "Shadow's Grasp (Recharge 5-6)", "desc": "The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage and is restrained by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Darkness Regeneration", "desc": "While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp." }, { "name": "Magic Resistance", "desc": "The voidling has advantage on saving throws against spells and other magical effects." }, { "name": "Void Traveler", "desc": "The voidling doesn't require air, food, drink, sleep, or ambient pressure." } ], "spell_list": [], "page_no": 390, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_voidling/" }, { "slug": "ychenbannog-tob1-2023", "desc": "False", "name": "Ychen Bannog", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 186, "hit_dice": "12d20 + 60", "speed": { "walk": 50 }, "strength": 28, "dexterity": 10, "constitution": 21, "intelligence": 3, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning", "damage_immunities": "False", "condition_immunities": "exhaustion", "senses": "passive Perception 11", "languages": "—", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The ychen bannog makes one Gore attack and two Stomp attacks." }, { "name": "Gore", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the ychen bannog scores a critical hit, it rolls damage dice three times, instead of twice." }, { "name": "Stomp", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone." }, { "name": "Deafening Bellow (Recharge 5-6)", "desc": "The ychen bannog delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 44 (8d10) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw." }, { "name": "Overrun (Recharge 6)", "desc": "The ychen bannog moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time the ychen bannog enters a creature's space during this move, that creature must make a DC 17 Dexterity saving throw. On a failure, a creature takes 54 (12d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Siege Monster", "desc": "The ychen bannog deals double damage to objects and structures." } ], "spell_list": [], "page_no": 401, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ychen-bannog/" }, { "slug": "behir_bf", "desc": "", "name": "Behir", "size": "huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 223, "hit_dice": "", "speed": { "walk": 50, "climb": 40 }, "strength": 30, "dexterity": 16, "constitution": 18, "intelligence": 6, "wisdom": 22, "charisma": 12, "strength_save": 10, "dexterity_save": 3, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 6, "charisma_save": 1, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 90 ft.", "languages": "Draconic", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The behir makes one Bite attack and one Constrict attack. It can replace its Bite attack with a use of Swallow." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10+6) piercing damage plus 27 (6d8) lightning damage." }, { "name": "Constrict", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one Large or smaller creature. _Hit:_ 17 (2d10+6) bludgeoning damage. If the target is Large or smaller and the behir isn't already grappling a creature, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the behir can't Constrict another target." }, { "name": "Swallow", "desc": "The behir makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 CON save at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The behir exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Lightning Absorption", "desc": "Whenever the behir is subjected to lighting damage, it takes no damage and instead regains a number of HP equal to the lightning damage dealt." }, { "name": "Monstrosity Resilience", "desc": "The behir is resistant to exhaustion and to the frightened condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_behir/" }, { "slug": "djinni_bf", "desc": "", "name": "Djinni", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "", "speed": { "walk": 30, "fly": 90 }, "strength": 20, "dexterity": 22, "constitution": 22, "intelligence": 14, "wisdom": 24, "charisma": 28, "strength_save": 5, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": 2, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning,thunder", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Auran,Common", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The djinni makes three Scimitar or Storm Bolt attacks." }, { "name": "Scimitar", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 14 (4d6) lightning damage or thunder damage (the djinni's choice)." }, { "name": "Storm Bolt", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage plus 7 (2d6) thunder damage." }, { "name": "Create Air Elemental (1/Day)", "desc": "The djinni magically creates one air-based Elemental of CR 5 or lower in an unoccupied space the djinni can see within 30 feet of it. The elemental acts as an ally of the djinni, obeying its spoken commands. The elemental remains for 1 hour, until the djinni dies, or until the djinni dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The djinni transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Create Whirlwind", "desc": "The djinni creates whirlwinds of air around up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 STR check or be restrained by a whirlwind. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 STR check.<br>While at least one creature is restrained by one of these whirlwinds, the djinni can use this bonus action to move the whirlwind up to 30 feet, and the restrained target moves with it." }, { "name": "Genie Shape", "desc": "The djinni magically transforms into a Medium cloud of sparkling, blue air or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The djinni can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Nebulous (Cloud Form Only)", "desc": "The djinni's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_djinni/" }, { "slug": "efreeti_bf", "desc": "", "name": "Efreeti", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 223, "hit_dice": "", "speed": { "walk": 40, "fly": 60 }, "strength": 22, "dexterity": 12, "constitution": 24, "intelligence": 24, "wisdom": 22, "charisma": 24, "strength_save": 6, "dexterity_save": 1, "constitution_save": 7, "intelligence_save": 7, "wisdom_save": 6, "charisma_save": 7, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Common,Ignan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The efreeti makes three Scimitar or Hurl Flame attacks." }, { "name": "Scimitar", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage plus 10 (3d6) fire damage." }, { "name": "Hurl Flame", "desc": "_Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 24 (6d6+3) fire damage." }, { "name": "Create Fire Elemental (1/Day)", "desc": "The efreeti magically creates one fire-based Elemental of CR 5 or lower in an unoccupied space the efreeti can see within 30 feet of it. The elemental acts as an ally of the efreeti, obeying its spoken commands. The elemental remains for 1 hour, until the efreeti dies, or until the efreeti dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The efreeti transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Blazing Palisade", "desc": "The efreeti magically creates a translucent wall of fire along a solid surface at a point it can see within 30 feet of it. The wall can be up to 1 foot thick, up to 45 feet long, and up to 5 feet high, and it can be any shape. Each creature in a space where the fire appears must succeed on a DC 15 DEX save or take 7 (2d6) fire damage. A creature that successfully saves can move to the wall's edge, out of the fire. A creature that enters the wall for the first time on a turn or ends its turn within 5 feet of the wall must succeed on a DC 15 DEX save or take 7 (2d6) fire damage. The efreeti can have only one fire wall active at a time. If it creates another, the previous fire wall disappears." }, { "name": "Genie Shape", "desc": "The efreeti magically transforms into a Medium cloud of thick smoke filled with sparks of fire or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The efreeti can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Nebulous (Cloud Form Only)", "desc": "The efreeti's Stealth is 16, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_efreeti/" }, { "slug": "gynosphinx_bf", "desc": "", "name": "Gynosphinx", "size": "large", "type": "Monstrosity", "subtype": "", "group": "Sphinxes", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 204, "hit_dice": "", "speed": { "walk": 40, "fly": 60 }, "strength": 26, "dexterity": 14, "constitution": 16, "intelligence": 26, "wisdom": 26, "charisma": 20, "strength_save": 8, "dexterity_save": 2, "constitution_save": 3, "intelligence_save": 8, "wisdom_save": 8, "charisma_save": 5, "perception": 18, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Monstrosity Resilience", "damage_immunities": "psychic,charmed,frightened", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "Common,Sphinx,telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The sphinx makes three Claw attacks, or it makes four Psychic Bolt attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10+4) slashing damage plus 10 (3d6) psychic damage." }, { "name": "Psychic Bolt", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 19 (4d6+5) psychic damage." }, { "name": "Spellcasting", "desc": "The sphinx casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 17).<br>At will: _detect magic_, _minor illusion_, _prestidigitation_<br>3/day each: _augury_ (as an action), _major image_, _suggestion_, _tongues_<br>1/day: h*allucinatory terrain* (as an action)" } ], "bonus_actions": [ { "name": "Psychic Connection", "desc": "One creature the sphinx can see within 60 feet of it must succeed on a DC 17 WIS save or be mentally connected to the sphinx until the sphinx chooses to end it or until the sphinx dies or the target dies. While connected in this way, the sphinx can cause the target to experience one of the following effects at the start of each of the target's turns. The effect lasts until the start of the target's next turn or until the connection ends. The target can repeat the save at the end of each of its turns, ending the connection on a success.\n- **Disoriented.** When the target moves, it moves in a random direction.\n- **Distracted.** When the target casts a spell, it must succeed on a DC 17 WIS save or be unable to cast the spell, using the action, bonus action, or reaction to cast the spell but not expending the spell slot or similar limited use of the spell.\n- **Seeing Double.** The target has disadvantage on weapon attack rolls." } ], "reactions": [], "legendary_desc": "The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Teleport", "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Cast a Spell (Costs 2 Actions)", "desc": "The sphinx uses Spellcasting." }, { "name": "Psychic Burst (Costs 2 Actions)", "desc": "The sphinx sends out a burst of psychic energy. Each creature within 20 feet of the sphinx that has an INT of 8 or higher must succeed on a DC 17 INT save or be incapacitated until the end of its next turn, as it reels from the psychic onslaught." } ], "special_abilities": [ { "name": "Inscrutable", "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. WIS (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage." }, { "name": "Monstrosity Resilience", "desc": "The sphinx is resistant to exhaustion and to the frightened condition." }, { "name": "Psychic Claws", "desc": "The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 3d6 psychic damage (included in the attack)." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_gynosphinx/" }, { "slug": "hinn_bf", "desc": "", "name": "Hinn", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 199, "hit_dice": "", "speed": { "walk": 30, "burrow": 30, "fly": 60 }, "strength": 22, "dexterity": 12, "constitution": 32, "intelligence": 14, "wisdom": 24, "charisma": 26, "strength_save": 6, "dexterity_save": 1, "constitution_save": 11, "intelligence_save": 2, "wisdom_save": 7, "charisma_save": 8, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "prone", "damage_immunities": "petrified", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Common,Terran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The hinn makes three Gem-Studded Mace or Lob Stone attacks. If two Gem-Studded Mace attacks hit one creature, the target must succeed on a DC 16 CON save or be stunned until the end of its next turn." }, { "name": "Gem-Studded Mace", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) bludgeoning damage plus 9 (2d8) piercing damage." }, { "name": "Lob Stone", "desc": "_Ranged Weapon Attack:_ +10 to hit, range 20/60 ft., one target. _Hit:_ 22 (3d10+6) bludgeoning damage." }, { "name": "Create Earth Elemental (1/Day)", "desc": "The hinn magically creates one earth-based Elemental of CR 5 or lower in an unoccupied space the hinn can see within 30 feet of it. The elemental acts as an ally of the hinn, obeying its spoken commands. The elemental remains for 1 hour, until the hinn dies, or until the hinn dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The hinn transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Churned Earth", "desc": "The hinn causes the ground on a point it can see within 60 feet of it to erupt. Each creature within 15 feet of that point must succeed on a DC 16 DEX save or take 10 (3d6) bludgeoning damage and be knocked prone." }, { "name": "Genie Shape", "desc": "The hinn magically transforms into a Medium cloud of dust filled with miniscule clashing, bursting, and reforming rocks or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The hinn can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Earth Glide", "desc": "The hinn can burrow through nonmagical, unworked earth and stone. While doing so, the hinn doesn't disturb the material through which it moves." }, { "name": "Nebulous (Cloud Form Only)", "desc": "The hinn's Stealth is 20, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hinn/" }, { "slug": "horned_devil_bf", "desc": "", "name": "Horned Devil", "size": "large", "type": "Fiend", "subtype": "Devil", "group": "Devils", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 185, "hit_dice": "", "speed": { "walk": 20, "fly": 60 }, "strength": 30, "dexterity": 24, "constitution": 20, "intelligence": 12, "wisdom": 24, "charisma": 24, "strength_save": 10, "dexterity_save": 7, "constitution_save": 5, "intelligence_save": 1, "wisdom_save": 7, "charisma_save": 7, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Devilish Resilience", "damage_immunities": "Devilish Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Infernal,telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two Fork attacks and one Tail attack, or it makes three Hurl Flame attacks." }, { "name": "Fork", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 19 (3d8+6) piercing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10+6) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 17 CON save or lose 10 (3d6) HP at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 WIS (Medicine) check. The wound also closes if the target receives magical healing." }, { "name": "Hurl Flame", "desc": "_Ranged Spell Attack:_ +7 to hit, range 150 ft., one target. _Hit:_ 20 (5d6+3) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire." } ], "bonus_actions": [ { "name": "Headbutt", "desc": "The horned devil slams its horned head into a creature it can see within 5 feet of it. The target must make a DC 17 STR save. On a failure, the target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, the target takes half the damage and isn't knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Devilish Resilience", "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_horned-devil/" }, { "slug": "remorhaz_bf", "desc": "", "name": "Remorhaz", "size": "huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "", "speed": { "walk": 30, "burrow": 20 }, "strength": 32, "dexterity": 12, "constitution": 28, "intelligence": 4, "wisdom": 10, "charisma": 4, "strength_save": 11, "dexterity_save": 1, "constitution_save": 9, "intelligence_save": -3, "wisdom_save": 0, "charisma_save": -3, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "cold,fire", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Bite", "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 DEX save or be swallowed by the remorhaz. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) acid damage and 10 (3d6) fire damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a swallowed creature, the remorhaz must succeed on a DC 19 CON save at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone." } ], "bonus_actions": [ { "name": "Vent Heat (119 HP or Fewer)", "desc": "As the remorhaz's life force ebbs, its body generates more heat to protect itself. It can open valves in its carapace to vent this excess heat. Each creature within 5 feet of the remorhaz must succeed on a DC 17 CON save or suffer one level of exhaustion." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage." }, { "name": "Monstrosity Resilience", "desc": "The remorhaz is resistant to exhaustion and to the frightened condition." }, { "name": "Tunneler", "desc": "The remorhaz can burrow through ice, snow, and permafrost, and it leaves a 5-foot-diameter tunnel in its wake." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_remorhaz/" }, { "slug": "roc_bf", "desc": "", "name": "Roc", "size": "gargantuan", "type": "Monstrosity", "subtype": "Animal", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 235, "hit_dice": "", "speed": { "walk": 20, "fly": 120 }, "strength": 28, "dexterity": 18, "constitution": 28, "intelligence": 2, "wisdom": 18, "charisma": 16, "strength_save": 9, "dexterity_save": 4, "constitution_save": 9, "intelligence_save": -4, "wisdom_save": 4, "charisma_save": 3, "perception": 14, "skills": {}, "damage_vulnerabilities": "blinded", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The roc makes one Beak attack and two Talon attacks. If both Talon attacks hit one Huge or Gargantuan creature, the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the roc can't use its Talons on another target." }, { "name": "Beak", "desc": "_Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 27 (4d8+9) piercing damage." }, { "name": "Talon", "desc": "_Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 23 (4d6+9) slashing damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the roc can't use its Talons on another target." } ], "bonus_actions": [ { "name": "Territorial Shriek", "desc": "The roc shrieks a territorial challenge at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 CHA save or be frightened until the end of its next turn. While frightened by this shriek, a creature must take the Dash action on its turn and move away from the roc by the safest available route, unless there is nowhere to move." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Sight", "desc": "The roc's Perception is 19 when perceiving by sight." }, { "name": "Monstrosity Resilience", "desc": "The roc is resistant to exhaustion and to the frightened condition." }, { "name": "Seabird", "desc": "The roc can swim up to 60 feet on its turn, but it must start and end its movement either flying or on a solid surface, such as a ship or beach. If it is swimming at the end of its turn, it must succeed on a DC 19 CON save or it immediately begins to sink and suffocate. A suffocating roc must succeed on a DC 19 STR check to fly out of the substance where it is sinking." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_roc/" }, { "slug": "sila_bf", "desc": "", "name": "Sila", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "", "speed": { "walk": 30, "fly": 60, "swim": 90 }, "strength": 20, "dexterity": 22, "constitution": 22, "intelligence": 24, "wisdom": 14, "charisma": 28, "strength_save": 5, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": 7, "wisdom_save": 2, "charisma_save": 9, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid,cold", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Aquan,Common", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The sila makes four Cold-Infused Jambiya or Water Burst attacks. If two Water Burst attacks hit one creature, the target must succeed on a DC 17 STR save or be pushed up to 15 feet away from the sila." }, { "name": "Cold-Infused Jambiya", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage plus 5 (2d4) cold damage." }, { "name": "Water Burst", "desc": "_Ranged Spell Attack:_ +9 to hit, range 60 ft., one target. _Hit:_ 19 (4d6+5) bludgeoning damage." }, { "name": "Create Water Elemental (1/Day)", "desc": "The sila magically creates one water-based Elemental of CR 5 or lower in an unoccupied space the sila can see within 30 feet of it. The elemental acts as an ally of the sila, obeying its spoken commands. The elemental remains for 1 hour, until the sila dies, or until the sila dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The sila transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Clouded Eyes", "desc": "The sila condenses the air or water around the head or eyes of up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 DEX save or be blinded until the end of its next turn." }, { "name": "Genie Shape", "desc": "The sila magically transforms into a Medium cloud of thick mist that leaves droplets of water on everything it touches or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The sila can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The sila can breathe air and water." }, { "name": "Fluid Body (Bipedal Form Only)", "desc": "The sila can move through the space of any creature, regardless of size, and a creature of any size can move through a sila's space. In addition, the sila can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Nebulous (Cloud Form Only)", "desc": "The sila's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air or water can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_sila/" }, { "slug": "archmage", "desc": "**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.\nAn archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.", "name": "Archmage", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any alignment", "armor_class": 12, "armor_desc": "15 with _mage armor_", "hit_points": 99, "hit_dice": "18d8+18", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 20, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 9, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": { "arcana": 13, "history": 13 }, "damage_vulnerabilities": "", "damage_resistances": "damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "any six languages", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The archmage has advantage on saving throws against spells and other magical effects." }, { "name": "Spellcasting", "desc": "The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n\n* Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp\n* 1st level (4 slots): detect magic, identify, mage armor*, magic missile\n* 2nd level (3 slots): detect thoughts, mirror image, misty step\n* 3rd level (3 slots): counterspell,fly, lightning bolt\n* 4th level (3 slots): banishment, fire shield, stoneskin*\n* 5th level (3 slots): cone of cold, scrying, wall of force\n* 6th level (1 slot): globe of invulnerability\n* 7th level (1 slot): teleport\n* 8th level (1 slot): mind blank*\n* 9th level (1 slot): time stop\n* The archmage casts these spells on itself before combat." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/sacred-flame/?format=api", "https://api-beta.open5e.com/v2/spells/spare-the-dying/?format=api", "https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=api", "https://api-beta.open5e.com/v2/spells/command/?format=api", "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/tongues/?format=api", "https://api-beta.open5e.com/v2/spells/banishment/?format=api", "https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=api", "https://api-beta.open5e.com/v2/spells/flame-strike/?format=api", "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/heroes-feast/?format=api" ], "page_no": 395, "environments": [ "Settlement", "Forest", "Laboratory", "Urban" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_archmage/" }, { "slug": "erinyes", "desc": "", "name": "Erinyes", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": "Devils", "alignment": "lawful evil", "armor_class": 18, "armor_desc": "plate", "hit_points": 153, "hit_dice": "18d8+72", "speed": { "walk": 30, "fly": 60 }, "strength": 18, "dexterity": 16, "constitution": 18, "intelligence": 14, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 12", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The erinyes makes three attacks" }, { "name": "Longsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.", "attack_bonus": 8, "damage_dice": "1d8+3d8", "damage_bonus": 4 }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.", "attack_bonus": 7, "damage_dice": "1d8+3d8", "damage_bonus": 3 }, { "name": "Variant: Rope of Entanglement", "desc": "Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hellish Weapons", "desc": "The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks)." }, { "name": "Magic Resistance", "desc": "The erinyes has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 276, "environments": [ "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_erinyes/" }, { "slug": "angelic-enforcer", "desc": "A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._ \nAngelic enforcers are lion-headed celestials that hunt rogue angels. \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.", "name": "Angelic Enforcer", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30, "fly": 90 }, "strength": 22, "dexterity": 18, "constitution": 18, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 9, "skills": { "insight": 9, "intimidation": 9, "perception": 9, "survival": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "radiant", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The angelic enforcer makes two melee attacks, but can use its bite only once." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.", "attack_bonus": 10, "damage_dice": "4d6+6" }, { "name": "Change Shape", "desc": "The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blazing Weapons", "desc": "The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The angelic enforcer knows if it hears a lie." }, { "name": "Magic Resistance", "desc": "The enforcer has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good" } ], "spell_list": [], "page_no": 17, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_angelic-enforcer/" }, { "slug": "boneshard-wraith", "desc": "A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._ \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.", "name": "Boneshard Wraith", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 15, "hover": true, "fly": 60 }, "strength": 16, "dexterity": 13, "constitution": 18, "intelligence": 13, "wisdom": 14, "charisma": 8, "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": "acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 16", "languages": "any languages it knew in life, Void Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.", "attack_bonus": 7, "damage_dice": "4d8+3" }, { "name": "Boneshard Cyclone (Recharge 5-6)", "desc": "The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_boneshard-wraith/" }, { "slug": "chronomatic-enhancer", "desc": "A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._ \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.", "name": "Chronomatic Enhancer", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 21, "dexterity": 11, "constitution": 19, "intelligence": 9, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 16", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Time-Infused Gears", "desc": "The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase." } ], "bonus_actions": null, "reactions": [ { "name": "Alter Timeline", "desc": "When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Delay", "desc": "When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed." }, { "name": "Immutable Form", "desc": "The chronomatic enhancer is immune to any spell or effect that would alter its form." } ], "spell_list": [], "page_no": 64, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_chronomatic-enhancer/" }, { "slug": "culicoid", "desc": "Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head._ \n**Abyssal Swamp Dwellers.** Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes. \n**Buzzing and Itching.** Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash. \n**Friend to Mosquitos.** The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as Open Game License", "name": "Culicoid", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d10+80", "speed": { "fly": 60, "hover": true, "walk": 30 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 11, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "acrobatics": 6, "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Abyssal, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The culicoid makes three attacks: one with its proboscis and two with its needle claws." }, { "name": "Needle Claws", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Proboscis", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.", "attack_bonus": 9, "damage_dice": "2d8+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Sense", "desc": "The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it." }, { "name": "Cloud of Mosquitos", "desc": "When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again." }, { "name": "Magic Resistance", "desc": "The culicoid has advantage on saving throws against spells and other magical effects." }, { "name": "Mosquito-Proof", "desc": "The culicoid can't be subjected to blood drain from mosquitos and mosquito-like creatures." }, { "name": "Speak with Mosquitos", "desc": "The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language." } ], "spell_list": [], "page_no": 94, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_culicoid/" }, { "slug": "death-barque", "desc": "Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._ \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License", "name": "Death Barque", "size": "Gargantuan", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "swim": 50, "walk": 0 }, "strength": 20, "dexterity": 18, "constitution": 23, "intelligence": 8, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": 8, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "psychic", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Darakhul, Deep Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The death barque makes three attacks: one with its bite and two with its tail smash." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10+5" }, { "name": "Tail Smash", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Shrapnel Burst", "desc": "The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Necrotic Breath (Recharge 5-6)", "desc": "The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The death barque is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The death barque has advantage on saving throws against spells and other magical effects." }, { "name": "Siege Monster", "desc": "The death barque deals double damage to objects and structures." }, { "name": "Turn Resistance", "desc": "The death barque has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 268, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_death-barque/" }, { "slug": "derendian-moth-abomination", "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._ \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.", "name": "Derendian Moth Abomination", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "20d12+80", "speed": { "walk": 30, "fly": 40 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 16, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, necrotic", "condition_immunities": "frightened", "senses": "darkvision 120 ft., passive Perception 16", "languages": "—", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "1d8+1" }, { "name": "Beak", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10" }, { "name": "Wings of the Primal Tender (1/Day)", "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.", "legendary_actions": [ { "name": "Detect", "desc": "The abomination makes a Perception check." }, { "name": "Pursue", "desc": "The abomination moves its flying speed." }, { "name": "Lay Eggs (Costs 2 Actions)", "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies." } ], "special_abilities": [ { "name": "Antennae", "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Assimilation", "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Weapons", "desc": "The Derendian moth abomination's weapon attacks are magical." }, { "name": "Unbound", "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained." } ], "spell_list": [], "page_no": 96, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_derendian-moth-abomination/" } ] }