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=size&page=46
https://api-beta.open5e.com/v1/monsters/?format=api&ordering=size&page=47", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=size&page=45", "results": [ { "slug": "leshy", "desc": "_A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines._ \n**Expanding the Wild.** Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose. \n**Ax Thieves.** Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray. \n**Accept Bribes.** With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands.", "name": "Leshy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 84, "hit_dice": "13d8+26", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 14, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "deception": 5, "perception": 4, "stealth": 3, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The leshy makes two club attacks." }, { "name": "Change Size", "desc": "The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change." }, { "name": "Club", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: animal friendship, pass without trace, speak with animals\n\n1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter" }, { "name": "Camouflage", "desc": "A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage." }, { "name": "Mimicry", "desc": "A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-DM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice." } ], "spell_list": [], "page_no": 272, "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_leshy/" }, { "slug": "lich-hound", "desc": "_Their howls echoing from another plane, lich hounds always arrive wreathed in mist. Half bone, half purple fire, they are creatures of hunger and the hunt. Nothing makes them happier than taking down creatures larger than themselves—or racing through the air to catch a surprised bat in mid-flight. All cruelty and fang, lich hounds are most satisfied when praised by their great undead lords._ \n**Fiery Bones.** Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of either ghoul high priests or liches. \n**Echoing Howls.** Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever they may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes. \n**Murdered Celestials.** The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Hound archons have long been outraged by the creation of lich hounds, and they occasionally band together to rid the world of those who practice this particular dark magic. \n**Undead Nature.** A lich hound doesn’t require air, food, drink, or sleep.", "name": "Lich Hound", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30, "fly": 50 }, "strength": 10, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 4, "skills": { "acrobatics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "piercing and bludgeoning from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 100 ft., passive Perception 14", "languages": "understands Darakhul", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "1d12" }, { "name": "Ethereal Jaunt", "desc": "As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa." }, { "name": "Gut Rip", "desc": "As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early." }, { "name": "Howl", "desc": "The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 274, "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_lich-hound/" }, { "slug": "likho", "desc": "_Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso._ \n**Ferocious Attitude.** Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet. \n**Jeers and Insults.** A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt. \n**Organ Eaters.** Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind.", "name": "Likho", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 16, "dexterity": 18, "constitution": 16, "intelligence": 13, "wisdom": 16, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 6, "skills": { "acrobatics": 7, "perception": 6, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Goblin, Void Speech", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The likho makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Disruptive Gaze", "desc": "As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pounce", "desc": "If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it." }, { "name": "Innate Spellcasting", "desc": "the likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: message\n\n3/day each: crown of madness, mirror image, ray of enfeeblement\n\n1/day: bestow curse" }, { "name": "Magic Resistance", "desc": "The likho has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 275, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_likho/" }, { "slug": "lorelei", "desc": "_Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man._ \n**Death to Men.** These callous river sirens compete with one another in manipulating and destroying male travelers. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown. \n**Voluptuous Humanoids.** Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey. \n**Ignore Women.** Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath.", "name": "Lorelei", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "18 mage armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "swim": 30 }, "strength": 10, "dexterity": 21, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": null, "skills": { "deception": 9, "performance": 9, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Charm", "desc": "The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect." }, { "name": "Stunning Glance", "desc": "The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alluring Presence", "desc": "All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours." }, { "name": "Unearthly Grace", "desc": "A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier." }, { "name": "Water Spirit", "desc": "The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water." }, { "name": "Spellcasting", "desc": "the lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:\n\ncantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation\n\n1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness\n\n2nd level (3 slots): hold person, misty step, suggestion\n\n3rd level (3 slots): hypnotic pattern, gaseous form, water walk\n\n4th level (2 slots): dominate beast, ice storm" } ], "spell_list": [], "page_no": 279, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_lorelei/" }, { "slug": "malakbel", "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._ \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human. \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale. \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.", "name": "Malakbel", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 40 }, "strength": 14, "dexterity": 17, "constitution": 19, "intelligence": 13, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, radiant, poison", "condition_immunities": "blinded, poisoned", "senses": "truesight 30 ft., passive Perception 17", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The malakbel makes two scorching blast attacks." }, { "name": "Scorching Blast", "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Searing Flare (Recharge 5-6)", "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion." }, { "name": "Teleport", "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blistering Radiance", "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap." }, { "name": "Distortion", "desc": "Ranged attacks against the malakbel have disadvantage." }, { "name": "Magic Resistance", "desc": "The malakbel has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 78, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_malakbel/" }, { "slug": "mallqui", "desc": "_With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes._ \n**Cold Plateau Mummies.** The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days. \n**Undead Judges.** The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals. \n**Icons of Growth.** Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them. \n**Undead Nature.** A mallqui doesn’t require air, food, drink, or sleep.", "name": "Mallqui", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 20 }, "strength": 16, "dexterity": 9, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 5, "perception": null, "skills": { "history": 3, "insight": 6, "religion": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The mallqui can use its xeric aura and makes two attacks with its desiccating touch." }, { "name": "Desiccating Touch", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.", "attack_bonus": 7, "damage_dice": "5d6" }, { "name": "Xeric Aura", "desc": "All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it." }, { "name": "Xeric Blast", "desc": "Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate." }, { "name": "Innate Spellcasting", "desc": "the mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: druidcraft, produce flame\n\n4/day each: create or destroy water, entangle\n\n2/day: locate animals or plants\n\n1/day each: dispel magic, plant growth, wind wall" }, { "name": "Water Sensitivity", "desc": "the flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:\n\n- Splashed with a waterskin or equivalent: 1d10 damage\n\n- Attacked by creature made of water: Normal damage plus an extra 1d10 damage\n\n- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)\n\n- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)\n\nalternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above" } ], "spell_list": [], "page_no": 282, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mallqui/" }, { "slug": "malphas-storm-crow", "desc": "", "name": "Malphas (Storm Crow)", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 40, "fly": 30 }, "strength": 19, "dexterity": 19, "constitution": 16, "intelligence": 14, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Giant, Ravenfolk, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The malphas makes three longsword attacks." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Shadow Call", "desc": "A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Night Terror (1/round)", "desc": "As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target." }, { "name": "Swordtrained", "desc": "Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons." } ], "spell_list": [], "page_no": 283, "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_malphas-storm-crow/" }, { "slug": "manabane-scarab-swarm", "desc": "_These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they draw near._ \nManabane scarabs are vermin infused with the ancient magic of fallen desert empires. \n_**Devour Magic.**_ Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow, up to the equivalent of a torch. \nManabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance.", "name": "Manabane Scarab Swarm", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 20, "burrow": 5, "climb": 20 }, "strength": 3, "dexterity": 16, "constitution": 16, "intelligence": 1, "wisdom": 13, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft., passive Perception 13", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.", "attack_bonus": 5, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Magic Immunity", "desc": "The manabane scarab swarm is immune to spells and other magical effects." }, { "name": "Scent Magic", "desc": "The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet." }, { "name": "Mana Erosion", "desc": "The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability)." } ], "spell_list": [], "page_no": 374, "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_manabane-scarab-swarm/" }, { "slug": "mask-wight", "desc": "_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._ \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8+126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Common, Giant, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.", "attack_bonus": 11, "damage_dice": "3d8" }, { "name": "Enervating Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate" }, { "name": "Single-minded Purpose", "desc": "The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself." } ], "spell_list": [], "page_no": 285, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mask-wight/" }, { "slug": "mavka", "desc": "_These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments._ \n**Charred Dryads.** With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, mavkas seem scorched and even frail. Pupil-less red eyes gleam in their eye sockets with a hellish green flame. \n**Death Riders.** All mavkas ride Open Game License", "name": "Mavka", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 170, "hit_dice": "20d8+80", "speed": { "walk": 30 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 13, "wisdom": 13, "charisma": 18, "strength_save": 9, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 5, "skills": { "athletics": 9, "nature": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, lightning", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 15", "languages": "Common, Infernal, Sylvan", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The mavka makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.", "attack_bonus": 9, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nconstant: protection from evil and good\n\nat will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt\n\n3/day each: darkness, hold person, inflict wounds, invisibility, silence\n\n1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch" }, { "name": "Nightmare Mount", "desc": "A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time." }, { "name": "Sunlight Hypersensitivity", "desc": "The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 286, "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_mavka/" }, { "slug": "mi-go", "desc": "_Mi-go have been described as “vaguely insectlike,” but the emphasis belongs on “vaguely.” They have stubby wings, multiple limbs, and nightmarish heads, but the resemblance ends there._ \nThe mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades. \n**Alien Technology.** Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species. \n**World Colonizers.** The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will. \n**Brain Cylinders.** One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning). \nMi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep).", "name": "Mi-Go", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d8+40", "speed": { "walk": 30, "fly": 60 }, "strength": 16, "dexterity": 19, "constitution": 21, "intelligence": 25, "wisdom": 15, "charisma": 13, "strength_save": 6, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 4, "perception": 5, "skills": { "arcana": 10, "deception": 7, "medicine": 5, "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "radiant, cold", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 240 ft., passive Perception 15", "languages": "Common, Mi-go, Void Speech", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The mi-go makes two attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": [ { "name": "Spore Release", "desc": "When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Astral Travelers", "desc": "Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right." }, { "name": "Sneak Attack (1/Turn)", "desc": "The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll." }, { "name": "Disquieting Technology", "desc": "The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi-go item." } ], "spell_list": [], "page_no": 287, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mi-go/" }, { "slug": "mindrot-thrall", "desc": "_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._ \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own. \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm. \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack. \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.", "name": "Mindrot Thrall", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 17, "intelligence": 11, "wisdom": 14, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "acid, poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "tremorsense 30 ft., passive Perception 12", "languages": "understands Common but cannot speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The mindrot thrall makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Acid Breath (Recharge 4-6)", "desc": "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores." }, { "name": "Mindrot Spores", "desc": "Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fungal Aura", "desc": "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores." } ], "spell_list": [], "page_no": 290, "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_mindrot-thrall/" }, { "slug": "mirager", "desc": "_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._ \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind. \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty. \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.", "name": "Mirager", "size": "Medium", "type": "Fey", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "deception": 7, "perception": 4, "performance": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack.", "desc": "The mirager makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Thirst Kiss", "desc": "The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check." }, { "name": "Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)", "desc": "The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion" }, { "name": "Enthralling Mirage", "desc": "When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled." } ], "spell_list": [], "page_no": 291, "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_mirager/" }, { "slug": "mirror-hag", "desc": "_A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face._ \n**Hideous Hex.** Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them. \n**Warped Features.** Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it. \n**Mirror Covens.** Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.", "name": "Mirror Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d8+96", "speed": { "walk": 30, "fly": 10 }, "strength": 15, "dexterity": 16, "constitution": 22, "intelligence": 12, "wisdom": 14, "charisma": 19, "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": "thunder", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "A mirror hag can use its Reconfiguring Curse and make one melee attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.", "attack_bonus": 6, "damage_dice": "4d8" }, { "name": "Quarterstaff", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Reconfiguring Curse", "desc": "The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, inflict wounds (4d10), message, ray of enfeeblement\n\n1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport" }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and other magical effects." }, { "name": "Confounding Ugliness", "desc": "When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn." } ], "spell_list": [], "page_no": 243, "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_mirror-hag/" }, { "slug": "mngwa", "desc": "_Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine beast._ \n**Ethereal Lions.** The elusive mngwa (MING-wah; “the strange ones”) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called nunda (“smoke-cats”), mngwas are strong and cunning hunters that can elude pursuit or approach their prey unnoticed by disappearing into the ether for a brief time. \n**Rocky Terrain.** Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to easily outmaneuver their prey. \n**Feline Allies.** The strongest mngwa recruit other great cats into their prides, though these associations tend to be shortlived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman.", "name": "Mngwa", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 40 }, "strength": 19, "dexterity": 17, "constitution": 15, "intelligence": 11, "wisdom": 17, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Sylvan, can speak with felines", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The mngwa makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The mngwa has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Pack Tactics", "desc": "The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Running Leap", "desc": "With a 10-foot running start, the mngwa can long jump up to 25 feet." }, { "name": "Feline Empathy", "desc": "The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines." }, { "name": "Ethereal Coat", "desc": "The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation." } ], "spell_list": [], "page_no": 293, "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_mngwa/" }, { "slug": "morphoi", "desc": "_These blue-skinned humanoids wield tridents and have unusual faces with vertical eyes but no mouth or nose._ \n**Shapeshifter Plants.** Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have eyes on both front and back. When harmed, they bleed a dark red sap. \nAs plants, the morphoi don’t need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out. \n**Ship Travel.** Morphoi live in island communities and in nearby waters. Many travel by ship—usually by posing as beautiful women, handsome men, or stranded travelers. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder. Unlike doppelgangers, morphoi can’t mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises. \n**Four Eyes Always.** No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners). \nAbout one in 30 morphoi are chieftains, and they have rangers, shamans, and warlocks among them. Those chosen as infiltrators are often rogues or bards. Stories tell of shapeshifted morphoi falling in love with humans, but it is impossible for the two species to interbreed.", "name": "Morphoi", "size": "Medium", "type": "Plant", "subtype": "shapechanger", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "may be higher with armor", "hit_points": 33, "hit_dice": "6d8+6", "speed": { "walk": 30, "swim": 30 }, "strength": 11, "dexterity": 16, "constitution": 13, "intelligence": 14, "wisdom": 10, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown.", "attack_bonus": 2, "damage_dice": "1d8" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The morphoi can breathe air and water." }, { "name": "Immunity to Temporal Effects", "desc": "The morphoi is immune to all time-related spells and effects." }, { "name": "Shapeshifter", "desc": "The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies." } ], "spell_list": [], "page_no": 297, "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_morphoi/" }, { "slug": "nichny", "desc": "_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._ \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests. \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false. \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.", "name": "Nichny", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 30 }, "strength": 17, "dexterity": 19, "constitution": 17, "intelligence": 18, "wisdom": 18, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "acrobatics": 7, "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Elvish, Primordial, Sylvan, Void Speech", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The nichny makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Freedom of Movement", "desc": "A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack." }, { "name": "Imbue Luck (1/Day)", "desc": "Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours." }, { "name": "Innate Spellcasting", "desc": "the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall" }, { "name": "Luck Aura", "desc": "A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action." }, { "name": "Magic Resistance", "desc": "The nichny has advantage on saving throws against spells and other magical effects." }, { "name": "Soothsaying", "desc": "Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true." } ], "spell_list": [], "page_no": 303, "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_nichny/" }, { "slug": "nihilethic-zombie", "desc": "", "name": "Nihilethic Zombie", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 9, "armor_desc": "natural armor", "hit_points": 22, "hit_dice": "3d8+9", "speed": { "walk": 20, "swim": 30 }, "strength": 13, "dexterity": 6, "constitution": 16, "intelligence": 3, "wisdom": 6, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 0, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 8", "languages": "understand Void Speech and the languages it knew in life but can't speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Slam (Material Form Only)", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie.", "attack_bonus": 3, "damage_dice": "4d6+1" }, { "name": "Withering Touch (Ethereal Form)", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage.", "attack_bonus": 3, "damage_dice": "1d6+1" }, { "name": "Form Swap", "desc": "As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will." }, { "name": "Sacrifice Life", "desc": "A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner." } ], "bonus_actions": null, "reactions": [ { "name": "Void Body", "desc": "The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Undead Fortitude", "desc": "If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead." }, { "name": "Dual State", "desc": "Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within." } ], "spell_list": [], "page_no": 9, "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_nihilethic-zombie/" }, { "slug": "nkosi", "desc": "_With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion._ \n**Beads and Braids.** The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment. \n**Clawlike Blades.** In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain. \n**Pridelords.** Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.", "name": "Nkosi", "size": "Medium", "type": "Humanoid", "subtype": "shapechanger, nkosi", "group": null, "alignment": "lawful neutral", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 11, "hit_dice": "2d8+2", "speed": { "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "survival": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Scimitar (Nkosi Form Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Mambele Throwing Knife (Nkosi Form Only)", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Keen Smell", "desc": "The nkosi has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Hunter's Maw", "desc": "If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 306, "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_nkosi/" }, { "slug": "nkosi-pridelord", "desc": "_With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion._ \n**Beads and Braids.** The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment. \n**Clawlike Blades.** In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain. \n**Pridelords.** Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.", "name": "Nkosi Pridelord", "size": "Medium", "type": "Humanoid", "subtype": "shapechanger, nkosi", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 93, "hit_dice": "17d8+17", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 12, "intelligence": 10, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "survival": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The pridelord makes two attacks with its scimitar or with its mambele throwing knife." }, { "name": "Scimitar (Nkosi Form Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Mambele Throwing Knife (Nkosi Form Only)", "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Pridelord's Roar (Recharges after a Short or Long Rest)", "desc": "Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Keen Smell", "desc": "The nkosi has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Brute", "desc": "A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack)." }, { "name": "Hunter's Maw", "desc": "If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 306, "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_nkosi-pridelord/" }, { "slug": "noctiny", "desc": "_A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray._ \nNoctiny are wretched humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters. \n**Pyramid of Power.** The noctiny’s lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves. \n**A Race Apart.** Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny.", "name": "Noctiny", "size": "Medium", "type": "Humanoid", "subtype": "noctiny", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "studded leather armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 12, "dexterity": 13, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "frightened", "senses": "passive Perception 10", "languages": "Common, plus the language spoken by the noctini's fext master", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The noctiny makes two melee attacks." }, { "name": "Pact Staff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.", "attack_bonus": 3, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The noctiny has advantage on saving throws against spells and other magical effects." }, { "name": "Pact Wrath", "desc": "One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below)." }, { "name": "Spellcasting", "desc": "the noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.\n\ncantrips (at will): chill touch, eldritch blast, poison spray\n\n1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex\n\n2nd level (2 slots): crown of madness, misty step" } ], "spell_list": [], "page_no": 308, "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_noctiny/" }, { "slug": "ostinato", "desc": "_A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air._ \n**Born from Drama.** Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals. \n**Song Searchers.** Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible.", "name": "Ostinato", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "fly": 50, "hover": true }, "strength": 1, "dexterity": 20, "constitution": 15, "intelligence": 5, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "thunder", "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "telepathy 200 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The ostinato makes two cacophony ray attacks." }, { "name": "Cacophony Ray", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.", "attack_bonus": 7, "damage_dice": "3d6" }, { "name": "Aural Symbiosis (1/Day)", "desc": "One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends." }, { "name": "Voracious Aura (1/Day)", "desc": "While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The ostinato 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": "Invisibility", "desc": "The ostinato is invisible as per a greater invisibility spell." }, { "name": "Magic Resistance", "desc": "The ostinato has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 312, "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_ostinato/" }, { "slug": "owl-harpy", "desc": "_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._ \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles. \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them. \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.", "name": "Owl Harpy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 20, "fly": 80, "hover": true }, "strength": 12, "dexterity": 17, "constitution": 16, "intelligence": 11, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "performance": 7, "stealth": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 12", "languages": "Common, Abyssal, Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The owl harpy makes two claw attacks and two talon attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4" }, { "name": "Talons", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Hovering Darkness", "desc": "An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning." }, { "name": "Luring Song", "desc": "The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Quiet Flight", "desc": "The owl harpy gains an additional +3 to Stealth (+9 in total) while flying." }, { "name": "Dissonance", "desc": "The owl harpy can't use its blindsight while deafened." }, { "name": "Innate Spellcasting", "desc": "the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness" } ], "spell_list": [], "page_no": 246, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_owl-harpy/" }, { "slug": "pombero", "desc": "_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._ \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People. \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet. \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.", "name": "Pombero", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 8, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pombero uses Charming Touch if able, and makes two fist attacks." }, { "name": "Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Charming Touch (recharge 5-6)", "desc": "The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately." }, { "name": "Invisibility", "desc": "The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Beast's Voice", "desc": "The pombero can magically speak with any beast and can perfectly mimic beast sounds." }, { "name": "Twisted Limbs", "desc": "The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain." }, { "name": "Sneak Attack (1/turn)", "desc": "The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll." }, { "name": "Soft Step", "desc": "The pombero has advantage on Dexterity (Stealth) checks in forest terrain." } ], "spell_list": [], "page_no": 313, "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_pombero/" }, { "slug": "prismatic-beetle-swarm", "desc": "_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._ \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items. \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight. \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.", "name": "Prismatic Beetle Swarm", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "", "hit_points": 38, "hit_dice": "7d8+7", "speed": { "walk": 20, "burrow": 5, "fly": 30 }, "strength": 3, "dexterity": 16, "constitution": 12, "intelligence": 1, "wisdom": 13, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "blindsight 10 ft., darkvision 30 ft., passive Perception 13", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.", "attack_bonus": 5, "damage_dice": "4d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Glittering Carapace", "desc": "The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness." } ], "spell_list": [], "page_no": 375, "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_prismatic-beetle-swarm/" }, { "slug": "putrid-haunt", "desc": "_These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin._ \n**Swamp Undead.** Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds. \n**Mossy Islands.** When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose. \n**Leech Harbors.** Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches. \n**Undead Nature.** A putrid haunt doesn’t require air, food, drink, or sleep.", "name": "Putrid Haunt", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 30 }, "strength": 17, "dexterity": 8, "constitution": 13, "intelligence": 6, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8" }, { "name": "Vomit Leeches (Recharge 6)", "desc": "A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dead Still", "desc": "Treat a putrid haunt as invisible while it's buried in swamp muck." }, { "name": "Swamp Shamble", "desc": "Putrid haunts suffer no movement penalties in marshy terrain." } ], "spell_list": [], "page_no": 315, "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_putrid-haunt/" }, { "slug": "qwyllion", "desc": "_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._ \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves. \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them. \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.", "name": "Qwyllion", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 19, "intelligence": 12, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "acrobatics": 11, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Goblin, Infernal, Sylvan, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The qwyllion uses its deadly gaze if it can, and makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d12" }, { "name": "Deadly Gaze (recharge 5-6)", "desc": "The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control." }, { "name": "Innate Spellcasting", "desc": "the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disruptive", "desc": "Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion." }, { "name": "Nauseating Aura", "desc": "The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect." } ], "spell_list": [], "page_no": 316, "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_qwyllion/" }, { "slug": "ramag", "desc": "_These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles._ \n**Once Human.** The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps. \n**Portal Network.** The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading. \n**Studious and Powerful.** Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.", "name": "Ramag", "size": "Medium", "type": "Humanoid", "subtype": "ramag", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 27, "hit_dice": "6d8", "speed": { "walk": 30 }, "strength": 9, "dexterity": 14, "constitution": 10, "intelligence": 16, "wisdom": 12, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 5, "investigation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "Common", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ramag has advantage on saving throws against spells or other magical effects." } ], "spell_list": [], "page_no": 317, "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_ramag/" }, { "slug": "rat-king", "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._ \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly. \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered. \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.", "name": "Rat King", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "burrow": 20 }, "strength": 6, "dexterity": 16, "constitution": 18, "intelligence": 11, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Thieves' Cant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rat king makes four bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Summon Swarm (1/Day)", "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies." } ], "bonus_actions": null, "reactions": [ { "name": "Absorption", "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Plague of Ill Omen", "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result." } ], "spell_list": [], "page_no": 318, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_rat-king/" }, { "slug": "ravenfolk-doom-croaker", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Doom Croaker", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 14, "strength_save": 3, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Ghost Wings", "desc": "The ravenfolk doom croaker furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Radiant Runestaff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.", "attack_bonus": 3, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." }, { "name": "Magic Resistance", "desc": "The doom croaker has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages\n\n3/day each: counterspell, fear, phantom steed\n\n1/day each: blight, call lightning, clairvoyance, insect plague\n\n1/week: legend lore" } ], "spell_list": [], "page_no": 324, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-doom-croaker/" }, { "slug": "ravenfolk-scout", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Scout", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 21, "hit_dice": "6d8 - 6", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 8, "intelligence": 10, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": 4, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 3, "perception": 6, "skills": { "deception": 3, "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The ravenfolk scout makes one peck attack and one other melee or ranged attack." }, { "name": "Ghost Wings", "desc": "The ravenfolk scout furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Longbow", "desc": "Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage." }, { "name": "Peck", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." } ], "spell_list": [], "page_no": 322, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-scout/" }, { "slug": "ravenfolk-warrior", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Warrior", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "studded leather armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 2, "perception": 5, "skills": { "deception": 2, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack." }, { "name": "Ghost Wings", "desc": "The ravenfolk warrior furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Longbow", "desc": "Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage." }, { "name": "Peck", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Radiant Runespear", "desc": "Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.", "attack_bonus": 3, "damage_dice": "1d12" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Odin's Call", "desc": "A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Rune Weapons", "desc": "Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand." }, { "name": "Mimicry", "desc": "Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." } ], "spell_list": [], "page_no": 323, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-warrior/" }, { "slug": "red-hag", "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._ \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion. \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines. \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.", "name": "Red Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30, "swim": 30 }, "strength": 19, "dexterity": 16, "constitution": 18, "intelligence": 18, "wisdom": 22, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "arcana": 9, "deception": 5, "insight": 7, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, poisoned", "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16", "languages": "Common, Druidic, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "3d8" }, { "name": "Siphoning Aura (Recharge 5-6)", "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The hag can breathe air and water." }, { "name": "Spellcasting", "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain" }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and other magical effects." }, { "name": "Blood Sense", "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet." } ], "spell_list": [], "page_no": 244, "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_red-hag/" }, { "slug": "redcap", "desc": "_This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth._ \n**Blood-Soaked Caps.** Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood. \n**Compelled to Kill.** Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing. \n**Bandits and Mercenaries.** Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.", "name": "Redcap", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 17, "intelligence": 11, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Sylvan, Undercommon", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The redcap makes two pike attacks and one bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Pike", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clomping Boots", "desc": "The redcap has disadvantage on Dexterity (Stealth) checks." }, { "name": "Red Cap", "desc": "The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust." }, { "name": "Solid Kick", "desc": "The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone." } ], "spell_list": [], "page_no": 325, "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_redcap/" }, { "slug": "rime-worm-grub", "desc": "_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._ \nRime worms are sometimes kept as guards by frost giants. \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.", "name": "Rime Worm Grub", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30, "swim": 30, "burrow": 20 }, "strength": 16, "dexterity": 12, "constitution": 16, "intelligence": 4, "wisdom": 12, "charisma": 3, "strength_save": 5, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 200 ft., passive Perception 11", "languages": "-", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The rime worm makes one tendril attack and one gnash attack." }, { "name": "Tendril", "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Gnash", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Born of Rime", "desc": "A rime worm grub can breathe air or water with equal ease." }, { "name": "Ravenous", "desc": "At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage." } ], "spell_list": [], "page_no": 327, "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_rime-worm-grub/" }, { "slug": "rubezahl", "desc": "_Resembling a black-furred stag that walks like a man, this creature has a pair of immense, branching antlers arching above its coldly gleaming eyes. The fur is sleek over most of its body, but becomes shaggy around its goatlike legs. The creature’s hands are tipped with wicked claws, and its legs are goatlike with cloven hooves._ \n_**Assume Mortal Form.**_ Rubezahls are capricious creatures, driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals like travelling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them. \n_**Counting Demons.**_ Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are equally driven to annihilate any mortal bold enough to exploit this weakness.", "name": "Rubezahl", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "17d8+34", "speed": { "walk": 50 }, "strength": 20, "dexterity": 15, "constitution": 14, "intelligence": 11, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "deception": 8, "perception": 5, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, thunder, poison", "condition_immunities": "poisoned, stunned", "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 15", "languages": "Abyssal, Common, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The rubezahl makes one gore attack and two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "3d6" }, { "name": "Gore", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Thunderstrike (Recharge 5-6)", "desc": "The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Counting Compulsion", "desc": "If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again." }, { "name": "False Tongue", "desc": "The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true." }, { "name": "Innate Spellcasting", "desc": "the rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: disguise self (humanoid forms only), fog cloud\n\n3/day each: call lightning, gust of wind, lightning bolt\n\n1/day: control weather" }, { "name": "Sneak Attack (1/turn)", "desc": "The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll." } ], "spell_list": [], "page_no": 80, "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_rubezahl/" }, { "slug": "rusalka", "desc": "_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._ \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit. \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them. \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown. \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom. \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.", "name": "Rusalka", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30, "swim": 40 }, "strength": 17, "dexterity": 13, "constitution": 12, "intelligence": 11, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison; piercing and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Breathless Kiss", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.", "attack_bonus": 6, "damage_dice": "0" }, { "name": "Drowning Hair (1/Day)", "desc": "The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Withered Tresses", "desc": "If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed." }, { "name": "Innate Spellcasting", "desc": "the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person" }, { "name": "Watery Camouflage", "desc": "In dim light or darkness, a rusalka that's underwater is invisible." } ], "spell_list": [], "page_no": 331, "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_rusalka/" }, { "slug": "rust-drake", "desc": "_A motionless rust drake is easily mistaken for a pile of scrap metal._ \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes. \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins. \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.", "name": "Rust Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "19d8+76", "speed": { "walk": 30, "burrow": 5, "fly": 100 }, "strength": 20, "dexterity": 15, "constitution": 19, "intelligence": 12, "wisdom": 8, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "acid", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and one tail swipe attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.", "attack_bonus": 8, "damage_dice": "3d8" }, { "name": "Tail Swipe", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Vomits Scrap (Recharge 5-6)", "desc": "A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus." }, { "name": "Rust Drake Lockjaw", "desc": "This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 155, "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_rust-drake/" }, { "slug": "salt-devil", "desc": "_“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty._ \n**Sparkly Crystals.** Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with saltencrusted blades seemingly forged from thin air. \n**Servants of Mammon.** Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water. \n**Slavers and Corruptors.** Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others.", "name": "Salt Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 93, "hit_dice": "11d8+44", "speed": { "walk": 30 }, "strength": 18, "dexterity": 13, "constitution": 18, "intelligence": 13, "wisdom": 14, "charisma": 15, "strength_save": null, "dexterity_save": 4, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 5, "skills": { "perception": 5, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, 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 15", "languages": "Celestial, Common, Gnoll, Infernal, telepathy 120 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.", "attack_bonus": 7, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\nat will: darkness\n\n1/day each: harm, teleport" }, { "name": "Variant: Devil Summoning", "desc": "Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil" } ], "spell_list": [], "page_no": 113, "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_salt-devil/" }, { "slug": "sand-hag", "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._ \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one. \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others. \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.", "name": "Sand Hag", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 6, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Dwarvish, Giant, Gnomish", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sand hag makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Scouring Sirocco (Recharge 5-6)", "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn." }, { "name": "Change Shape", "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The sand hag has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image" }, { "name": "Mimicry", "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check." }, { "name": "Scorpion Step", "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft." } ], "spell_list": [], "page_no": 245, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sand-hag/" }, { "slug": "sand-silhouette", "desc": "_Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse. Looking like a shadow stretched out along the ground, a sand silhouette’s erratic movements are difficult to discern._ \n**Sand Bodies.** If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies. \n**Traceless Movement.** Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with their sudden attacks from below. \n**Undead Nature.** A sand silhouette doesn’t require air, food, drink, or sleep.", "name": "Sand Silhouette", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 12, "constitution": 17, "intelligence": 7, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11", "languages": "all languages it knew in life", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The sand silhouette makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.", "attack_bonus": 7, "damage_dice": "3d6" }, { "name": "Engulf", "desc": "The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time." }, { "name": "Haunted Haboob (Recharge 4-6)", "desc": "The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Camouflage", "desc": "While in desert environments, the sand silhouette can use the Hide action even while under direct observation." }, { "name": "Sand Form", "desc": "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Sand Glide", "desc": "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way." }, { "name": "Vulnerability to Water", "desc": "For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage." } ], "spell_list": [], "page_no": 332, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sand-silhouette/" }, { "slug": "sandman", "desc": "_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._ \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares. \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil. \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.", "name": "Sandman", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 40 }, "strength": 11, "dexterity": 19, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious", "senses": "truesight 60 ft., passive Perception 12", "languages": "Common, Celestial, Giant, Infernal, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sandman makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Eye-Closer's Curse", "desc": "If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic." }, { "name": "Innate Spellcasting", "desc": "the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)" }, { "name": "Stuff of Dreams", "desc": "Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage." }, { "name": "Surprise Attack", "desc": "If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack." } ], "spell_list": [], "page_no": 333, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sandman/" }, { "slug": "sarcophagus-slime", "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._ \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness. \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.", "name": "Sarcophagus Slime", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 11, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 20 }, "strength": 14, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, necrotic", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Frightful Presence", "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours." }, { "name": "Corrupting Gaze", "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 336, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sarcophagus-slime/" }, { "slug": "scorpion-cultist", "desc": "", "name": "Scorpion Cultist", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 19, "hit_dice": "3d8+6", "speed": { "walk": 30 }, "strength": 11, "dexterity": 14, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "deception": 2, "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The scorpion cultist makes two melee attacks or two ranged attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Sling", "desc": "Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Senses", "desc": "The scorpion cultist has advantage on Wisdom (Perception) checks." } ], "spell_list": [], "page_no": 425, "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_scorpion-cultist/" }, { "slug": "sea-dragon-wyrmling", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Sea Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30, "fly": 60, "swim": 40 }, "strength": 17, "dexterity": 10, "constitution": 15, "intelligence": 13, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 4, "perception": 4, "skills": { "perception": 4, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 10 ft. darkvision 60 ft., passive Perception 14", "languages": "Common, Draconic, Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.", "attack_bonus": 5, "damage_dice": "1d10" }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 136, "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_sea-dragon-wyrmling/" }, { "slug": "selang", "desc": "_This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae._ \n**Dark Satyrs.** The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding. \n**Battle Song and Laughter.** Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech. \n**Blasphemous Music.** Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.", "name": "Selang", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 15, "constitution": 18, "intelligence": 12, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 6, "skills": { "perception": 6, "performance": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, lightning", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Elvish, Sylvan, Void Speech", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The selang makes two dagger attacks or two shortbow attacks." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.", "attack_bonus": 6, "damage_dice": "1d4" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Sleep Poison", "desc": "An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake." }, { "name": "Alien Piping", "desc": "A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, minor illusion\n\n3/day each: alter self, fear, sleep, suggestion" } ], "spell_list": [], "page_no": 341, "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_selang/" }, { "slug": "shabti", "desc": "_Wearing silver and red enamel pectoral jewelry and stylized armlets, as well as carrying a thin, carved stick, this angular, dark‑eyed human appears almost normal. When it moves, gears clash and whir faintly within it._ \n**Lifelike Servants.** Shabti are constructs made to tend to their masters needs in the afterlife. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by intruders into their ancient tombs, though careful examination reveals faintly glowing hieroglyphs graven into their garments and their bodies. \n**Insane Machines.** Usually driven mad by centuries within its master’s tomb, a shabti fiercely attacks anything that threatens its sworn charge. Some ceaselessly babble ancient scriptures or invocations to the gods of death. \n**Ancient Weapons.** A shabti fights by releasing its serpentine armlets, then using telekinesis against spellcasters while thrashing anyone within reach with archaic but effective stick‑fighting maneuvers. The shabti’s weapon, the nabboot, is a 4-foot stick made of rattan or bundled reeds; this weapon was common in ancient forms of single-stick fighting. Shabti always fight until destroyed. \n**Constructed Nature.** A shabti slime doesn’t require air, food, drink, or sleep.", "name": "Shabti", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 40 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 6, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The shabti uses Telekinesis and makes two attacks with its nabboot." }, { "name": "Nabboot", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Telekinesis", "desc": "The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The shabti is immune to spells and effects that would alter its form." }, { "name": "Magic Resistance", "desc": "The shabti has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The shabti's weapon attacks are magical." }, { "name": "Serpentine Armlets", "desc": "As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures." } ], "spell_list": [], "page_no": 343, "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_shabti/" }, { "slug": "shadow-beast", "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._ \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed. \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them. \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.", "name": "Shadow Beast", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "", "hit_points": 135, "hit_dice": "18d8+54", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 18, "constitution": 17, "intelligence": 14, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral, Void Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shadow beast makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Shadow Push (Recharge 5-6)", "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Incorporeal Movement", "desc": "The shadow beast 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": "Innate Spellcasting", "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis" }, { "name": "Magic Resistance", "desc": "The beast has advantage on saving throws against spells and other magical effects." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 345, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-beast/" }, { "slug": "shadow-fey", "desc": "_“Kind words open even iron doors.”_ \n _—Twilight, a courtier to the shadow fey_ \nTo most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. \nShadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. \n**Dual Natured.** The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. \n**Split Rulership.** The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. \nOther fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. \n**The Reach of Darkness.** Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. \nThe shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light.", "name": "Shadow Fey", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 31, "hit_dice": "7d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 11, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "arcana": 2, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n1/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 171, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey/" }, { "slug": "shadow-fey-duelist", "desc": "", "name": "Shadow Fey Duelist", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "studded leather", "hit_points": 117, "hit_dice": "18d8+36", "speed": { "walk": 30 }, "strength": 13, "dexterity": 20, "constitution": 14, "intelligence": 13, "wisdom": 12, "charisma": 16, "strength_save": 8, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": 4, "skills": { "arcana": 4, "deception": 6, "perception": 4, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 8, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 171, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey-duelist/" } ] }{ "count": 3207, "next": "