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=47
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=size&page=48", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=size&page=46", "results": [ { "slug": "shimmer-seal", "desc": "This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide._ \n**Unseen Pinnipeds.** Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack. \n**Guardian of Seals.** Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance. \n**Rallying Seal.** A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.", "name": "Shimmer Seal", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 40 }, "strength": 18, "dexterity": 14, "constitution": 17, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": { "acrobatics": 8, "performance": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shimmer seal makes two tusk attacks." }, { "name": "Tusk", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Invisibility", "desc": "When the shimmer seal is on an icy surface or underwater, it is invisible. In all other terrain, the shimmer seal has advantage on Dexterity (Stealth) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it." }, { "name": "Sureflippered", "desc": "The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Underwater Propulsion", "desc": "When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 324, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_shimmer-seal/" }, { "slug": "shurale", "desc": "At first glance this creature resembles a satyr, its lower body covered in brown fur with goat-like hooves, yet the twisted horn sprouting from its forehead and the wide, manic grin on its comical face proves it is something far more dangerous._ \n**Devilish Fey.** While many fey are evil and twisted creatures, few are worse than the dreaded shurale, a deadly satyr-like monster that causes horrible hilarity with its ticklish touch. It inflicts a victim with a deadly bout of laughter that causes its internal organs to rupture and fail. After the victim dies, the shurale cuts it into pieces, leaving the remains for the scavengers. \n**Feeds on Laughter.** A shurale feeds on the sobbing laughs of its victims as they expire, its own health mysteriously revitalized in the process. Because of this, shurale lairs are typically located within a few miles of a humanoid settlement, where it can easily lure lone inhabitants into the woods. While most of their prey are humanoids living in alpine or heavily forested regions, shurales are not picky and have been known to attack orcs, ogres, trolls, and even hill giants. \n**Woodcutter’s Curse.** Many believe that a shurale is the spirit of a woodcutter who died a lonely and embittered death after being ridiculed by family. While such an occurrence would be exceedingly rare and most sages scoff at such suggestions, the shurale’s skill with the woodcutter’s axe and its strange behavior cannot be denied.", "name": "Shurale", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 40 }, "strength": 18, "dexterity": 19, "constitution": 16, "intelligence": 12, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 5, "skills": { "acrobatics": 10, "deception": 7, "perception": 5, "persuasion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shurale can use Tickle. It then makes three attacks: one with its gore and two with its battleaxe." }, { "name": "Battleaxe", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Gore", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Tickle", "desc": "The shurale touches a creature within 5 feet of it. The target must succeed on a DC 15 Wisdom saving or begin to laugh uncontrollably for 1 minute. While laughing, the target falls prone, is incapacitated, and unable to move. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the shurale's Tickle for the next 24 hours. If the target fails the saving throw three times, it must succeed on a DC 15 Constitution saving throw or be reduced to 0 hp and begin dying. On a success, the laughter ends on the target, as normal." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Weapons", "desc": "The shurale's weapon attacks are magical." }, { "name": "Magic Resistance", "desc": "The shurale has advantage on saving throws against spells and other magical effects." }, { "name": "Mirthful Regeneration", "desc": "The shurale regains 5 hp at the start of its turn for each creature within 30 feet of it that is incapacitated with laughter from its Tickle action. If a creature dies while suffering from the laughter, the shurale gains 15 temporary hp." }, { "name": "Innate Spellcasting", "desc": "The shurale's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: dancing lights, invisibility (self only), minor illusion\n3/day each: detect thoughts, major image, misty step\n1/day: confusion" } ], "spell_list": [], "page_no": 327, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_shurale/" }, { "slug": "silver-dragon-wyrmling-skeleton", "desc": "", "name": "Silver Dragon Wyrmling Skeleton", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30, "fly": 60 }, "strength": 19, "dexterity": 10, "constitution": 17, "intelligence": 8, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": 2, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 1, "perception": null, "skills": {}, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "", "damage_immunities": "cold, poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 10", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons: \n* Shard Breath. The skeleton exhales a 15-foot cone of bone shards. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n* Noxious Breath. The skeleton exhales a 15-foot cone of gas. Each creature in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 113, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_silver-dragon-wyrmling-skeleton/" }, { "slug": "somberweave", "desc": "A gray-skinned human steps from the shadows. Dripping mandibles emerge from its too-wide mouth, and six lithe and long arms unfold from beneath its robes to grasp its prey in vicious claws._ \n**Bridging the Veil.** The somberweave is a spider-like fey creature that relies on the fragile threads separating the \n**Material Plane from the Shadow Realm.** Spanning the gap between the two planes, it weaves a web anchored in both worlds. It hides in the section of its web anchored in the Shadow Realm and waits for victims on the Material Plane. If plied with treasure or food, the somberweave can be convinced to offer travelers in one realm access to the other, but it is just as likely to capture and eat such travelers. \n**Tenebrous Skein.** The web of the somberweave is made of pure darkness, the essence of the Shadow Realm. Clever travelers who defeat a somberweave can follow the remnants of its web to find passage into or out of the Shadow Realm. Shadow fey who travel frequently between the Shadow Realm and the Material Plane prize somberweave webs as the primary material for creating items that allow for easier travel between the planes.", "name": "Somberweave", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 78, "hit_dice": "12d8+24", "speed": { "climb": 30, "walk": 30 }, "strength": 14, "dexterity": 19, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The somberweave makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d4+4" }, { "name": "Web (Recharge 5-6)", "desc": "Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to radiant damage; immunity to bludgeoning, piercing, poison, and psychic damage)." }, { "name": "Shadow Shift", "desc": "The somberweave touches a creature restrained by its webbing and transports itself and the creature into the Shadow Realm or the Material Plane, the somberweave's choice. The somberweave and the target appear within 5 feet of each other in unoccupied spaces in the chosen plane. The destination location must be within 10 feet of the somberweave's anchored web. If the target is unwilling, it can make a DC 14 Charisma saving throw. On a success, the somberweave is transported but the target isn't." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shadow Webs", "desc": "The somberweave's webs are anchored in the Material Plane and the Shadow Realm, existing in both simultaneously. Except for effects and attacks from the somberweave, a creature in contact with or restrained by a somberweave's webs has half cover and is immune to any spell or effect that would move it to a different plane, such as the banishment and plane shift spells." }, { "name": "Shadow Sight", "desc": "The somberweave can see 60 feet into the Shadow Realm when it is on the Material Plane, and vice versa." }, { "name": "Spider Climb", "desc": "The somberweave can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Web Sense", "desc": "While in contact with a web, the somberweave knows the exact location of any other creature in contact with the same web." }, { "name": "Web Walker", "desc": "The somberweave ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": 335, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_somberweave/" }, { "slug": "ssadar", "desc": "This bipedal reptilian creature has scales of gold that turn to red in the shadow. It has clawed hands but wields a sword. Its breath smells of brimstone, and a hint of smoke can be seen escaping through its nostrils._ \n**Jungle Dwellers.** The ssadar dwell in the jungle and rarely travel to other climates. They prefer the heat, the moisture, and the cover provided by the jungle foliage, though they are capable of surviving in the desert. They live in small cities, usually at the base of mountains near abundant water sources, and they closely monitor the surrounding regions to make sure that non-ssadar are not attempting to approach. Those who make their way toward—or, more rarely, into—their cities are attacked. If captured, intruders are usually sacrificed to their evil lizard gods. \n**Pyramid Builders.** The ssadar are builders of terraced pyramids with engravings of dragons and their lizard gods. These are temples where they congregate, worship, and perform ritual sacrifices. Most of their cities are built around these magnificent structures, though abandoned pyramids can also be found in the trackless depths of the jungle. The entrance to these structures is at the top, and each of them contains a multi-level labyrinth of chambers inside.", "name": "Ssadar", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 71, "hit_dice": "11d8+22", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 15, "intelligence": 9, "wisdom": 14, "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": "cold", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Ignan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The ssadar makes two attacks: one with its bite and one with its longsword. Alternatively, it can use Spit Fire twice." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage.", "attack_bonus": 5, "damage_dice": "1d4+3" }, { "name": "Longsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", "attack_bonus": 5, "damage_dice": "1d8+3" }, { "name": "Spit Fire", "desc": "Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 2 (1d4) fire damage at the start of each of its turns.", "attack_bonus": 4, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "One with Fire", "desc": "Ssadars have an affinity for fire and hold beings of fire in high esteem. Ssadar priests bless ssadar warriors by imbuing them with fire before sending them into battle. A non-ssadar fire-wielder who enters a ssadar city might earn enough respect from the ssadar to be sacrificed last or in a grander ritual to the greatest of their gods." }, { "name": "Kinship with Fire", "desc": "When the ssadar is subjected to fire damage, it takes no damage and instead has advantage on melee attack rolls until the end of its next turn." } ], "spell_list": [], "page_no": 337, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ssadar/" }, { "slug": "stone-creeper", "desc": "This plant looks like a cluster of vines with elongated tendrils and leaves. A clear fluid drips from its thorns and spatters on the floor around it._ \n**Feed on Stone.** Stone creepers are semi-intelligent plants that feed on the mortar that holds structures together. They are commonly found in abandoned castles, ruins, and underground locations where the tunnels and chambers were reinforced with stone or brick. The stone creepers secrete acid into the mortar holding the building materials together, breaking it down quickly for easy consumption. \n**Living Traps.** Stone creepers are typically found deeply enmeshed within stone or bricks and hidden in walls. Most creatures that initially see them assume they are ordinary vines. If there is a threat below them, they hastily withdraw from their position, dislodging the bricks or rocks that fall down upon the intruders. \n**Semi-Social.** Stone creepers tend to live in groups of three to five. Often, they nearly encompass an entire room and feed upon it, waiting for hapless victims to enter a room. After they have consumed all the mortar and caused a collapse, they move on to new areas where they begin the process again.", "name": "Stone Creeper", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 30, "hit_dice": "4d8+12", "speed": { "walk": 30, "climb": 20 }, "strength": 12, "dexterity": 15, "constitution": 16, "intelligence": 4, "wisdom": 6, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "acid, poison", "condition_immunities": "poisoned", "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 8", "languages": "—", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Thorned Vine", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) acid damage.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Acid-coated Thorn", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Weaken Stone", "desc": "While climbing on a wall or ceiling made of worked stone, the stone creeper injects its acid into the mortar, weakening the structure. Each creature within 10 feet of the wall or in a 10-foot cube beneath the ceiling must make a DC 12 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw when beneath a ceiling is also knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature, including the target, can take its action to remove the rubble and free the buried target by succeeding on a DC 10 Strength check." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the stone creeper remains motionless, it is indistinguishable from an ordinary vine." }, { "name": "Mass of Vines", "desc": "The stone creeper can move through a space as narrow as 1 foot wide without squeezing." }, { "name": "Spider Climb", "desc": "The stone creeper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 339, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_stone-creeper/" }, { "slug": "storm-maiden", "desc": "At the heart of a violent storm, a young woman lies huddled in despair. Her skin is translucent as if made of water, and her tears float up from her face to join the storm above her._ \nA storm maiden is a spiteful elemental that pulls powerful storms into the world through a portal connected to her shrine. Blinded by anguish, she seeks to erase any trace of those who betrayed her. \n**Primordial Sacrifice.** Long ago, this woman was offered up to powerful spirits to ward off drought and famine. She served her role faithfully. Her shrine was maintained by a ritual of devotion performed by the descendants of those she loved, but it was eventually abandoned. Now, some transgression against her abandoned shrine has drawn the maiden back to the world. \n**Abating the Storm.** A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes. A community may yet atone for their ancestral betrayal by performing a long-forgotten ritual at the maiden’s shrine. If appeased, the storms end, and the maiden’s alignment changes from evil to good. An appeased maiden may go on to protect the region for generations, as long as her shrine is maintained, or she might wander to other regions, seeking communities in need who understand the importance of maintaining her shrine. \n**Elemental Nature.** A storm maiden doesn’t require air, food, drink, or sleep.", "name": "Storm Maiden", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "swim": 30, "fly": 30, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 15, "intelligence": 10, "wisdom": 11, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Primordial", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The storm maiden makes two thunderous slam attacks." }, { "name": "Thunderous Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) thunder damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Throw Lightning", "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn.", "attack_bonus": 5, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The storm maiden's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, ray of frost, misty step, thunderwave\n1/day each: sleet storm, wind wall" } ], "spell_list": [], "page_no": 340, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_storm-maiden/" }, { "slug": "strobing-fungus", "desc": "This creature is translucent with a white core and is composed of a narrow stalk topped with a bulbous head. It suddenly emits a powerfully bright light, then flashes bright and dark in rapid succession._ \n**Chemical Warrior.** The strobing fungus’ body houses chemicals that, when mixed together, cause it to shine brighter than a torch. It also uses those chemicals for self-defense. When it senses danger, it mixes the chemicals inside a pouch within its body and secretes the mixture, which it can then shoot at the creature threatening it. Once exposed to the open air, the chemicals become highly corrosive and toxic. \n**Wandering Mushroom.** Unlike many fungi, the strobing fungus is able to move, albeit at a slow pace. It does this by severing the portion of its base anchoring it in place and secreting some of the chemicals within its body to help it glide along to a new location. When it has reached its intended destination, it stops secreting the chemical, its movement stops, and the creature quickly attaches to the ground at the new location. \n**Popular Guards.** Strobing fungi are often employed as guardians, particularly by creatures that have blindsight. The fungi understand rudimentary Common and can obey commands not to attack their master’s allies. They typically assume anyone who has not been specifically introduced to them is an enemy and behave accordingly.", "name": "Strobing Fungus", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 10 }, "strength": 16, "dexterity": 11, "constitution": 19, "intelligence": 5, "wisdom": 13, "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": "blinded, deafened, frightened", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands Common but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The strobing fungus makes two attacks." }, { "name": "Chemical Burn", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 13 (3d6 + 3) acid damage.", "attack_bonus": 5, "damage_dice": "3d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Strobe", "desc": "As a bonus action, the strobing fungus can start emitting a powerful, strobing light. It rapidly alternates between shedding bright light in a 60-foot radius and shedding no light, creating a dizzying effect unless the area's ambient light is bright light. Each creature within 60 feet of the strobing fungus and that can see the light must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nUnless surprised, a creature with a shield or other similarly-sized object can use its reaction to raise the object and protect its eyes from the light, avoiding the saving throw. If it does so, it can't use that object for anything else. For example, a creature using a shield to protect its eyes loses the shield's bonus to its Armor Class while using the shield in this way. If the creature looks at the strobing fungus or lowers or uses the object protecting its eyes, it must immediately make the save.\n\nWhile emitting light, the strobing fungus can't attack. It can stop emitting light at any time (no action required)." } ], "spell_list": [], "page_no": 160, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_strobing-fungus/" }, { "slug": "swamp-lily", "desc": "This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots._ \n**Deceivingly Delectable.** Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily’s roots and deadly toxin. \n**Wandering Menace.** After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast. \n**Grove Guardians.** Druids and creatures respectful of poisonous plants or resistant to the swamp lilies’ illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.", "name": "Swamp Lily", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 15 }, "strength": 16, "dexterity": 9, "constitution": 18, "intelligence": 4, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, poisoned", "senses": "tremorsense 60 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The swamp lily makes two root attacks." }, { "name": "Root", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Fake Feast", "desc": "The swamp lily magically creates the image of a banquet within 5 feet of itself that compels creatures to eat from it. Each creature within 60 feet of the banquet that can see the banquet must succeed on a DC 15 Wisdom saving throw or be charmed by the lily. The lily must take a bonus action on its subsequent turns to maintain the illusion. The illusion ends if the lily is incapacitated.\n\nWhile charmed by the lily, a target is incapacitated and ignores the banquets of other lilies. If the charmed target is more than 5 feet away from the lily's banquet, the target must move on its turn toward the banquet by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the lily, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this swamp lily's Fake Feast for the next 24 hours.\n\nIf the charmed target starts its turn within 5 feet of the banquet, it eats the feast and must make a DC 15 Constitution saving throw. On a failure, the creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Discern Food Preferences", "desc": "The swamp lily can use an action to read the surface thoughts of all creatures within 60 feet of it. This works like the detect thoughts spell, except the lily can only determine each creature's favorite food. Each creature within range must succeed on a DC 15 Wisdom saving throw or have disadvantage on its saving throw against the lily's Fake Feast action." } ], "spell_list": [], "page_no": 342, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_swamp-lily/" }, { "slug": "swampgas-bubble", "desc": "A semi-permeable bubble surrounds a blue-tinged gas. The bubble jauntily bobs in the air._ \n**Consumers of Exhaled Gases.** Swampgas bubbles feed on concentrated exhalations from living creatures. They surround their victims’ heads and extract these gases, usually in copious quantities as their victims panic and breathe harder. This leads many to believe the bubbles are sadistic. However, encounters with swampgas bubbles are rarely fatal, since the bubbles typically sate themselves by the time their prey falls unconscious, losing interest as the creature’s breathing slows. \n**Attracted to Fire.** A swampgas bubble is instinctively drawn to fire, even though they are highly flammable. Its susceptibility to fire makes it relatively easy to dispatch, but its explosive ending makes the use of fire risky for its foes. In fact, this form of death, accompanied by a beautiful burst of blue light, is just part of the bubble’s overall lifecycle. Its outer layer hardens and shatters, and the remaining bits fall into the swamp where they grow and encase swamp gasses, developing into new swampgas bubbles. \n**Ooze Nature.** A swampgas bubble doesn’t require sleep.", "name": "Swampgas Bubble", "size": "Medium", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 8, "armor_desc": null, "hit_points": 59, "hit_dice": "7d8+28", "speed": { "fly": 30, "hover": true, "walk": 20 }, "strength": 16, "dexterity": 7, "constitution": 18, "intelligence": 1, "wisdom": 10, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "bludgeoning, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Suffocating Grasp", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, the swampgas bubble attaches to the target's head, and the target is blinded while the bubble is attached. While attached, the bubble can't make pseudopod attacks against the target. At the start of each of the bubble's turns, the target takes 9 (2d8) poison damage and begins suffocating as it breathes in the poisonous gases within the bubble. A creature is affected even if it holds its breath, but creatures that don't need to breathe aren't affected.\n\nThe bubble can detach itself by spending 5 feet of its movement. It does so if its target falls unconscious or dies. A creature, including the target, can take its action to detach the bubble by succeeding on a DC 13 Strength check.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bludgeoning Bounce", "desc": "Whenever the swampgas bubble is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 10 feet away from the source of the bludgeoning damage. If the bubble is subjected to bludgeoning damage while attached to a creature, the bubble must succeed on a DC 13 Strength saving throw or detach from the creature and be pushed up to 5 feet away." }, { "name": "Fiery Death", "desc": "If the swampgas bubble has half its hp or fewer and takes any fire damage, it dies explosively. Each creature within 20 feet of the bubble must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one." } ], "spell_list": [], "page_no": 343, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_swampgas-bubble/" }, { "slug": "swarm-of-compsognathus", "desc": "The curious bipedal lizard lets out a musical chirp. More chirps respond from within the nearby grass, becoming a sinister chorus._ \nOpen Game License", "name": "Swarm of Compsognathus", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 30 }, "strength": 6, "dexterity": 14, "constitution": 12, "intelligence": 4, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, grappled, prone, restrained, stunned", "senses": "passive Perception 12", "languages": "—", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 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 hp or fewer.", "attack_bonus": 4, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Grasslands Camouflage", "desc": "The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass." }, { "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 compsognathus. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 108, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_swarm-of-compsognathus/" }, { "slug": "swarm-of-esteron", "desc": "Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter. \nEsteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.", "name": "Swarm of Esteron", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": null, "hit_points": 54, "hit_dice": "12d8", "speed": { "swim": 30, "fly": 30, "walk": 10 }, "strength": 10, "dexterity": 16, "constitution": 10, "intelligence": 2, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.", "attack_bonus": 5, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The swarm can breathe air and water." }, { "name": "Keen Smell", "desc": "The swarm has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny esteron. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 400, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_swarm-of-esteron/" }, { "slug": "transcendent-lunarchida", "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._ \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License", "name": "Transcendent Lunarchida", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "climb": 30, "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 14, "intelligence": 18, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Elvish", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The lunarchidna makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4+3" }, { "name": "Web (Recharge 5-6)", "desc": "Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." }, { "name": "Lunar Beam (Recharge 5-6)", "desc": "The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Light Invisibility", "desc": "The lunarchidna is invisible while in bright or dim light." }, { "name": "Spider Climb", "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Web Walker", "desc": "The lunarchidna ignores movement restrictions caused by webbing." }, { "name": "Spellcasting", "desc": "The lunarchidna is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): color spray, detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion, web\n3rd level (3 slots): counterspell, fireball, major image\n4th level (2 slots): black tentacles, confusion" } ], "spell_list": [], "page_no": 346, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_transcendent-lunarchida/" }, { "slug": "tree-skinner", "desc": "A feminine creature made of decaying, thorny plant life gives a wicked laugh as she touches a tree and disappears. Moments later, the tree emits the same laugh as it swings its branches._ \n**Formed by Hags.** Open Game License", "name": "Tree Skinner", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 38, "hit_dice": "7d8+7", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Abyssal, Elvish, Infernal, Sylvan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Vine Whip (Tree Form Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). The skinner can grapple up to two creatures at one time.", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Squeeze (Tree Form Only)", "desc": "The tree skinner makes one vine whip attack against a creature it is grappling. If the attack hits, the target is also unable to breathe or cast spells with verbal components until this grapple ends." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance (Tree Form Only)", "desc": "While the skinner remains motionless, it is indistinguishable from a normal tree." }, { "name": "Inhabit Tree", "desc": "As a bonus action, the skinner touches a Medium or larger tree that is not a creature and disappears inside it. While inside the tree, the skinner has tremorsense with a radius of 30 feet, has an AC of 15, has a speed of 0, and has vulnerability to fire damage. When the skinner is reduced to 15 hp, the tree dies and the skinner appears within 5 feet of the dead tree or in the nearest unoccupied space. The skinner can exit the tree as a bonus action, appearing within 5 feet of the tree in the nearest unoccupied space, and the tree reverts to being an object. The skinner can inhabit a tree for only 3 days at most before the tree dies, requiring the skinner to seek another vessel." }, { "name": "Magic Resistance", "desc": "The skinner has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 351, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_tree-skinner/" }, { "slug": "trollkin-raider", "desc": "Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim’s larder._ \nTrollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another. \n**Night Attacks.** Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere. Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks. \n**Mounted or River Routes.** While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder. \nNote that in The Raven's Call, the Raider had 78 (12d8 + 24) HP and spoke only Northern Tongue.", "name": "Trollkin Raider", "size": "Medium", "type": "Humanoid", "subtype": "trollkin", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "walk": 30 }, "strength": 12, "dexterity": 12, "constitution": 14, "intelligence": 9, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "insight": 3, "nature": 1, "perception": 3, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Trollkin", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The trollkin makes two spear attacks or one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Claw", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 3, "damage_dice": "1d6+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The trollkin regains 1 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Thick Hide", "desc": "The trollkin's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is included in the trollkin's AC." } ], "spell_list": [], "page_no": 353, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_trollkin-raider/" }, { "slug": "vangsluagh", "desc": "A writhing mass of hundreds of rubbery, blue-grey tentacles rises from a human sized pair of legs ending in elephantine feet. Each tentacle ends in an eerily human-looking mouth._ \n**Damned Pipers.** Vangsluagh create a din everywhere they go; the mouths on their tentacles perpetually scream, whistle, bleat, growl, and cry. Even in instances where a vangsluagh may want a quiet entrance or stealthy ambush, their own bodies betray them. Stories have emerged from their magic-blasted homeland of vangsluagh that are capable of silencing the noise surrounding them. \n**Defilers of Beauty.** Vangsluagh despise pretty things, be they creature, object, or structure. Given the opportunity, a vangsluagh prefers spending its time smashing beautiful things to bits. The absence of beauty doesn’t always calm these creatures, however. They target living creatures as a priority in such occurrences.", "name": "Vangsluagh", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 85, "hit_dice": "10d8+40", "speed": { "walk": 30 }, "strength": 12, "dexterity": 17, "constitution": 18, "intelligence": 10, "wisdom": 10, "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": "thunder", "condition_immunities": "deafened", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The vangsluagh makes two tentacle lash attacks." }, { "name": "Tentacle Lash", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Sonic Bullet", "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (3d6) thunder damage, and the target must make a DC 13 Constitution saving throw or be deafened until the end of its next turn.", "attack_bonus": 5, "damage_dice": "3d6" }, { "name": "Agonizing Trill (Recharge After a Short or Long Rest)", "desc": "The vangsluagh increases the pitch of its cacophony to deadly levels. Each creature within 30 feet of the vangsluagh must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Constant Racket", "desc": "The vangsluagh has disadvantage on Dexterity (Stealth) checks." }, { "name": "Distracting Cacophony", "desc": "The vangsluagh constantly emits a din of bleats, trills, and trumpets. A creature that casts a spell while it is within 30 feet of the vangsluagh must make a DC 13 Intelligence, Wisdom, or Charisma saving throw. (The type of saving throw required is dependent on the spellcasting creature's spellcasting ability score.) On a failed save, the spell isn't cast, and the spell slot isn't expended. In addition, a creature that starts its turn within 30 feet of the vangsluagh and is maintaining concentration on a spell must succeed on a DC 13 Constitution saving throw or it loses concentration on the spell." } ], "spell_list": [], "page_no": 359, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vangsluagh/" }, { "slug": "veteran-swordbreaker-skeleton", "desc": "Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized._ \n**Bones of Stone.** The swordbreaker skeleton’s bones have fossilized and become stony. Most weapons shatter against these bones, but the fossilization makes the skeletons more susceptible to magic that harms stone or that causes concussive bursts of sound. \n**Undead Nature.** A swordbreaker skeleton doesn’t require air, food, drink, or sleep.", "name": "Veteran Swordbreaker Skeleton", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 16, "dexterity": 13, "constitution": 14, "intelligence": 6, "wisdom": 8, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "piercing, slashing", "damage_immunities": "poison", "condition_immunities": "exhaustion, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 9", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The veteran swordbreaker skeleton makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", "attack_bonus": 5, "damage_dice": "1d8+3" }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.", "attack_bonus": 3, "damage_dice": "1d10+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fossilized Bones", "desc": "Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage." } ], "spell_list": [], "page_no": 332, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_veteran-swordbreaker-skeleton/" }, { "slug": "vine-drake", "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._ \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing. \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome. \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.", "name": "Vine Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "climb": 50, "walk": 40 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 11, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "athletics": 7, "nature": 3, "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 14", "languages": "Common, Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Vine Lash", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Speak with Plants", "desc": "The drake can communicate with plants as if they shared a language." }, { "name": "Thorn Body", "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage." }, { "name": "Innate Spellcasting (2/Day)", "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vine-drake/" }, { "slug": "vine-golem", "desc": "A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._ \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems. \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator. \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.", "name": "Vine Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 67, "hit_dice": "9d8+27", "speed": { "climb": 30, "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 17, "intelligence": 6, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "slashing", "damage_resistances": "bludgeoning and piercing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The vine golem makes two thorned vine attacks." }, { "name": "Thorned Vine", "desc": "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Thorned Embrace", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.", "attack_bonus": 6, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bound", "desc": "The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction." }, { "name": "Creator's Eyes and Ears", "desc": "As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master." }, { "name": "Immutable Form", "desc": "The vine golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The vine golem has advantage on saving throws against spells and other magical effects." }, { "name": "Plant Camouflage", "desc": "The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vine-golem/" }, { "slug": "virtuoso-lich", "desc": "The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._ \nA virtuoso lich is an artist whose love of art sustains it beyond death. \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery. \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature. \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep. \n\n## A Virtuoso Lich’s Lair\n\n \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.", "name": "Virtuoso Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "19d8+38", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 15, "intelligence": 15, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 9, "perception": 5, "skills": { "deception": 9, "perception": 5, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 15", "languages": "Common, plus up to two other languages", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks." }, { "name": "Artistic Flourish", "desc": "Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Corrupted Art", "desc": "The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points." }, { "name": "Call Muse", "desc": "The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Artistic Flourish", "desc": "The lich makes one Artistic Flourish attack." }, { "name": "Move", "desc": "The lich moves up to its speed without provoking opportunity attacks." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The lich casts a spell from its list of prepared spells, using a spell slot as normal." }, { "name": "Unrestrained Art (Costs 3 Actions)", "desc": "The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the lich fails a saving throw, it can choose to succeed instead." }, { "name": "Rejuvenation", "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery." }, { "name": "Turn Resistance", "desc": "The lich has advantage on saving throws against any effect that turns undead." }, { "name": "Versatile Artist", "desc": "At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage." }, { "name": "Spellcasting", "desc": "The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion" } ], "spell_list": [], "page_no": 237, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_virtuoso-lich/" }, { "slug": "wardu", "desc": "This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._ \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations. \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking. \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.", "name": "Wardu", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "fly": 40, "walk": 0, "hover": true }, "strength": 10, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "exhaustion, prone", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Deep Speech but can’t speak, telepathy 60 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The wardu uses its Segmented Gaze. It then makes two proboscis attacks." }, { "name": "Proboscis", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Segmented Gaze", "desc": "The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The wardu has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 365, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wardu/" }, { "slug": "web-zombie", "desc": "", "name": "Web Zombie", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 8, "armor_desc": null, "hit_points": 22, "hit_dice": "3d8+9", "speed": { "climb": 30, "walk": 20 }, "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": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 8", "languages": "understands the languages it knew in life but can’t speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage)." }, { "name": "Slam", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d6+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Necrotic Weapons", "desc": "When the web zombie hits a creature with a melee attack, the attack deals an extra 1d6 necrotic damage." }, { "name": "Spider Climb", "desc": "The web zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Web Walker", "desc": "The web zombie ignores movement restrictions caused by webbing." }, { "name": "Undead Fortitude", "desc": "If damage reduces the zombie 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 zombie drops to 1 hit point instead." } ], "spell_list": [], "page_no": 209, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_web-zombie/" }, { "slug": "wereowl", "desc": "This feathered humanoid has piercing eyes, larger than normal for a humanoid’s head, set around a sharp beak. Wings spread from its arms, and its feet end in wicked talons._ \nA wereowl is a hybrid creature usually in service to a powerful creature with dominion over flying creatures. The affinity between owls and elves means that most wereowls are elves, rather than the humans typical among other lycanthropes. The wereowl possesses the keen eyesight that is common to owls, as well as the birds’ preternatural ability to fly silently. Its appetite tends toward its avian nature, and it feasts on rodents and other small mammals, usually raw and directly after a successful hunt. Its attitudes toward rodents extends to wererats and rodentlike creatures, such as ratfolk, and it often prefers to attack such creatures to the exclusion of other foes.", "name": "Wereowl", "size": "Medium", "type": "Humanoid", "subtype": "elf, shapechanger", "group": null, "alignment": "lawful evil", "armor_class": 13, "armor_desc": null, "hit_points": 117, "hit_dice": "18d8+36", "speed": { "walk": 30 }, "strength": 15, "dexterity": 16, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Common (can’t speak in owl form), Giant Owl (can’t speak in humanoid form)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "In owl form, the wereowl makes two talon attacks. In humanoid form, it makes three shortbow or shortsword attacks. In hybrid form, it can attack like an owl or a humanoid." }, { "name": "Shortsword (Humanoid or Hybrid Form Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6+3" }, { "name": "Talon (Hybrid or Owl Form Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereowl lycanthropy.", "attack_bonus": 5, "damage_dice": "2d6+2" }, { "name": "Shortbow (Humanoid or Hybrid Form Only)", "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The wereowl doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Keen Hearing and Sight", "desc": "The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight." }, { "name": "Shapechanger", "desc": "The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, or back into its true form, which is humanoid. 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": "Silent Flight (Hybrid or Owl Form Only)", "desc": "The wereowl has advantage on Dexterity (Stealth) checks when it flies." } ], "spell_list": [], "page_no": 194, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wereowl/" }, { "slug": "winterghast", "desc": "This blue-skinned corpse, covered in frosty patches with a ridge of icicles down its spine, lumbers forward._ \n**Eater of Frozen Corpses.** While most types of ghouls prefer freshly killed meat, winterghasts enjoy flesh afflicted with frostbite or gangrene. Since the opportunity for meals is diminished in less populated tundra, winterghasts are careful to avoid spawning additional winterghasts through the disease they inflict. This outlook also prevents winterghasts from gathering in large numbers, but they sometimes form clans for mutual protection and to keep other winterghasts from hunting in their territories. When times become lean, these clans often tear each other apart through infighting, and the survivors scatter to hunt in solitude. \n**Scorned by Darakhul.** Even from their underground kingdoms, Open Game License", "name": "Winterghast", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 16, "dexterity": 17, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "fire", "damage_resistances": "necrotic", "damage_immunities": "cold, poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The winterghast makes two attacks: one with its bite and one with its claw or two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) cold damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract the creeping cold disease (see the Creeping Cold trait).", "attack_bonus": 5, "damage_dice": "1d8+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 5, "damage_dice": "2d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Creeping Cold", "desc": "A creature that fails its saving throw against the winterghast's bite attack becomes infected with the creeping cold disease. At the end of each long rest, the infected creature must succeed on a DC 13 Constitution saving throw each day or take 9 (2d8) cold damage and 5 (2d4) necrotic damage and suffer one level of exhaustion if the creature has no levels of exhaustion. The target's hp maximum is reduced by an amount equal to the necrotic damage taken. The exhaustion and hp maximum reduction last until the target finishes a long rest after the disease is cured. If the disease reduces the creature's hp maximum to 0, the creature dies, and it rises as a winterghast 1d4 hours later. A creature that succeeds on two saving throws against the diseases recovers from it. Alternatively, the disease can be removed by the lesser restoration spell or similar magic." }, { "name": "Hidden Stench", "desc": "Fire damage melts some of the ice covering the winterghast, unleashing its horrific stench. Each creature within 20 feet of the winterghast when it takes fire damage must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn." } ], "spell_list": [], "page_no": 371, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_winterghast/" }, { "slug": "woe-siphon", "desc": "This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._ \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap. \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.", "name": "Woe Siphon", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30 }, "strength": 18, "dexterity": 17, "constitution": 16, "intelligence": 5, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened, exhaustion", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Siphoning Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Cause Despair", "desc": "The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours." }, { "name": "Invisibility", "desc": "The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Detect Sentience", "desc": "The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations." } ], "spell_list": [], "page_no": 373, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_woe-siphon/" }, { "slug": "wood-ward", "desc": "This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._ \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows. \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber. \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards. \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.", "name": "Wood Ward", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 19, "hit_dice": "2d10+8", "speed": { "walk": 30 }, "strength": 11, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The wood ward makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Horror Gaze (1/Day)", "desc": "The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wood ward's Horror Gaze for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The wood ward is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The wood ward has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 374, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wood-ward/" }, { "slug": "yaojing", "desc": "This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._ \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes. \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material. \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent. \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.", "name": "Yaojing", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 15, "armor_desc": null, "hit_points": 202, "hit_dice": "27d8+81", "speed": { "walk": 40 }, "strength": 14, "dexterity": 21, "constitution": 16, "intelligence": 16, "wisdom": 18, "charisma": 21, "strength_save": null, "dexterity_save": 10, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 10, "perception": 9, "skills": { "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, deafened, exhaustion, frightened", "senses": "truesight 60 ft., passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The yaojing uses Blasphemer's Bane. It then makes three attacks." }, { "name": "Sacred Fist", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.", "attack_bonus": 10, "damage_dice": "2d8+5" }, { "name": "Sacred Bolt", "desc": "Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.", "attack_bonus": 10, "damage_dice": "5d8" }, { "name": "Blasphemer's Bane", "desc": "The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn." }, { "name": "Radiant Spin (Recharge 5-6)", "desc": "The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charlatan's Bane", "desc": "The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it." }, { "name": "Magic Resistance", "desc": "The yaojing has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The yaojing's weapon attacks are magical." }, { "name": "Motion Blur", "desc": "If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn." }, { "name": "Innate Spellcasting", "desc": "The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good" } ], "spell_list": [], "page_no": 377, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_yaojing/" }, { "slug": "yumerai", "desc": "A slender creature with silvery skin moves delicately, as though unsure if the world around it is real. Star-like motes of white light dance in its black eyes._ \nA race of fey said to be born from the dreams of an ancient primeval being, yumerai walk in two worlds. Humanoid in appearance, they possess skin tones that range from pale silver to dark gray. Intrinsically tied to the dream world, they can use sleeping creatures as both weapons and transportation. \n**Alien Minds.** Although yumerai spend most of their time in the waking world, they have difficulty remembering the differences between dreams and reality. This leads some to misunderstand basic laws of physics or to believe dreams events were real events. \n**Dream Walkers.** A yumerai can enter an individual’s dreams and use those dreams as a means of transportation to another’s dreams. This process brief connects the creatures, though the yumerai tries not to make its presence known. When multiple people have the same dream, they may have had a yumerai pass through their sleeping minds. \n**The Gift of Sleep.** For a yumerai, sleep serves as both a tool and a gift. As creatures unable to sleep or dream, the yumerai consider the ability to dream a gift that all mortals should appreciate. As they travel through mortal dreams, yumerai collect energy from the dreams and use it as a form of currency in fey realms. Fey use dream energy in much the same way mortals use paint, creating seemingly alive portraits or making illusions look, smell, sound, or taste more real. \n**The Horror of Nightmares.** Yumerai usually look forward to the opportunity to experience new dreams. However, not all dreams are pleasant. Particularly horrifying nightmares may leave permanent mental scars on yumerai who witness them, changing them forever. These yumerai take on a sinister and sometimes sadistic personality, seeking to inflict the pain they felt through the nightmare on those around them. \n**Dream Walker.** A yumerai doesn’t require sleep.", "name": "Yumerai", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": null, "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 13, "dexterity": 17, "constitution": 14, "intelligence": 13, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "insight": 4, "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "psychic", "damage_immunities": "", "condition_immunities": "unconscious", "senses": "darkvision 60 ft., passive Perception 14", "languages": "all, telepathy 60 ft.", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The yumerai makes two psychic lash attacks." }, { "name": "Psychic Lash", "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) psychic damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Somnambulism", "desc": "The yumerai targets one sleeping creature it can see within 30 feet of it. The yumerai can issue simple commands to the creature, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature takes damage, receives a suicidal command, is told to move into damaging terrain, such as lava or a pit, or is grappled while carrying out the order, it can make a DC 13 Wisdom saving throw, awakening and ending the yumerai's control on a success. The yumerai can control only one sleeping creature at a time. If it takes control of another, the effect on the previous target ends." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dream Leap", "desc": "Once on its turn, the yumerai can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. If there is no other sleeping creature within range when it uses this trait, the yumerai is stunned until the end of its next turn." }, { "name": "Innate Spellcasting", "desc": "The yumerai's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, message, minor illusion\n3/day each: detect thoughts, silent image, sleep\n1/day each: confusion, major image" } ], "spell_list": [], "page_no": 381, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_yumerai/" }, { "slug": "zeitgeist", "desc": "The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._ \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long. \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy. \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence. \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity. \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.", "name": "Zeitgeist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "16 in Darting Form", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 20 }, "strength": 17, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "exhaustion, frightened", "senses": "passive Perception 10", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks." }, { "name": "Darting Rend (Darting Form Only)", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.", "attack_bonus": 7, "damage_dice": "1d4+4" }, { "name": "Sluggish Slam (Sluggish Form Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Tormented Scream (Recharge 5-6)", "desc": "The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Rewind (Recharge 4-6)", "desc": "When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Darting Escape (Darting Form Only)", "desc": "The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns." }, { "name": "Timewarped Body", "desc": "At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet." } ], "spell_list": [], "page_no": 383, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_zeitgeist/" }, { "slug": "aridni", "desc": "_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._ \n**Pale Archers.** These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice. \n**Caravan Raiders.** They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic. \n**Wealth for Status.** They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.", "name": "Aridni", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "walk": 20, "fly": 60 }, "strength": 9, "dexterity": 21, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 11, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Gnoll, Sylvan, Void Speech", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Pixie Bow", "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Slaver Arrows", "desc": "An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:\n\nConfusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4 - 1 rounds.\n\nFear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.\n\nHideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.\n\nSleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The aridni has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:\n\nat will: dancing lights, detect magic, invisibility\n\n3/day: charm person, faerie fire, mage armor\n\n1/day: spike growth" } ], "spell_list": [], "page_no": 26, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_aridni/" }, { "slug": "ash-drake", "desc": "_A lean and dull-scaled ash drake often perches on a chimney as if it just crawled out, its tail still hanging into the chimney as smoke billows out._ \n**Chimney Nesting.** Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and its workers alone. Anyone hunting ash drakes finds them very difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the beasts and appreciate the added security they bring. \n**Hunt Strays and Pets.** Ash drakes eat rats and stray animals, although few can resist snatching an unattended, possibly beloved pet. Contrary to popular opinion, this drake doesn’t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature’s intensely hot and sooty breath weapon. \nWhile an ash drake is three feet long with a four-foot long tail that seems to trail off into smoke, it weighs less than one might expect—approximately ten lb. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. If the new couple roosts in a city or town, the nearby streets know it, as the air becomes nearly unbreathable with soot. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age. \n**Volcanic Haunts.** Ash drakes outside a city live in or near volcanic plateaus, and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash.", "name": "Ash Drake", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 117, "hit_dice": "18d6+54", "speed": { "walk": 30, "fly": 60 }, "strength": 14, "dexterity": 15, "constitution": 16, "intelligence": 9, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The ash drake makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "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": "Ash Cloud", "desc": "An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds." }, { "name": "Ash Breath (recharge 6)", "desc": "An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 149, "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_ash-drake/" }, { "slug": "azza-gremlin", "desc": "_These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears._ \n**Lightning Lovers.** Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning. \n**Magnetic Flight.** Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures. \n**Work with Spellcasters.** Although they aren’t much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. \nAzza gremlins stand 12 to 18 inches tall and weigh approximately 8 lb.", "name": "Azza Gremlin", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "", "hit_points": 7, "hit_dice": "2d6", "speed": { "walk": 10, "fly": 40, "hover": true }, "strength": 5, "dexterity": 18, "constitution": 10, "intelligence": 12, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common, Primordial", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Lightning Jolt", "desc": "Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.", "attack_bonus": 6, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": [ { "name": "Ride the Bolt", "desc": "The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Contagious Lightning", "desc": "A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "spell_list": [], "page_no": 28, "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_azza-gremlin/" }, { "slug": "bastet-temple-cat", "desc": "_A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple._ \n**Bred for Magic.** Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment. \n**Lazy Temple Pets.** By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then. \n**Fierce Shrine Guardians.** By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.", "name": "Bastet Temple Cat", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 40, "hit_dice": "9d6+9", "speed": { "walk": 40, "climb": 30 }, "strength": 8, "dexterity": 19, "constitution": 12, "intelligence": 12, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Nurian, and Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The temple cat makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4" }, { "name": "Fascinating Lure", "desc": "The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target 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, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The temple cat has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Innate Spellcasting", "desc": "the temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:\n\nat will: guidance\n\n3/day each: charm person, cure wounds\n\n1/day: enhance ability (only Cat's Grace)" }, { "name": "Priestly Purr", "desc": "When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait." } ], "spell_list": [], "page_no": 32, "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_bastet-temple-cat/" }, { "slug": "behtu", "desc": "_With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands._ \nA demon lord bred the cruelty of a demon with the cunning of a human and the ferocity of an ape into his people, the behtu (BAY-too), who carry his worship from island to island. \n**Temple Builders.** The behtus raise shrines to their demon lord wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle. \n**Ichor Drinkers.** In his volcanic temples, the demon lord’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection. \n**Scaly Mounts.** The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.", "name": "Behtu", "size": "Small", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 52, "hit_dice": "8d6+24", "speed": { "walk": 20, "climb": 20 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 12, "wisdom": 11, "charisma": 7, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Behtu, Common, Infernal", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Shortspear", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Fire Breath (Recharge 6)", "desc": "The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw." }, { "name": "Ichorous Infusions", "desc": "Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 34, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_behtu/" }, { "slug": "beli", "desc": "_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._ \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers. \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar. \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks. \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.", "name": "Beli", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6+10", "speed": { "walk": 30, "fly": 30 }, "strength": 11, "dexterity": 16, "constitution": 12, "intelligence": 8, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Giant", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Ice Dagger", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Icy Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arctic Hunter", "desc": "Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings." }, { "name": "Cold Regeneration", "desc": "As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate." }, { "name": "Flyby", "desc": "The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Innate Spellcasting", "desc": "the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch" } ], "spell_list": [], "page_no": 35, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_beli/" }, { "slug": "bone-collective", "desc": "_A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune._ \n**Spies and Sneaks.** Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes. \n**Zombie Mounts.** Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing. \n**Feed on Society.** Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective. They dislike extreme heat, as it makes their bones brittle.", "name": "Bone Collective", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d6+64", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 14, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 5, "deception": 6, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Darakhul", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d12" }, { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "8d12" }, { "name": "Wyrmblood Venom (Injury)", "desc": "Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective." }, { "name": "Innate Spellcasting", "desc": "the bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch\n\n3/day: animate dead (up to 5 skeletons or zombies)" }, { "name": "Swarm", "desc": "A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form." } ], "spell_list": [], "page_no": 39, "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_bone-collective/" }, { "slug": "bone-crab", "desc": "_A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home._ \n**Skull Shells.** Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls. \n**Scavengers of Memory.** Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear. \nBone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators. \n**White Ghost Shivers.** Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.", "name": "Bone Crab", "size": "Small", "type": "Beast", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 33, "hit_dice": "6d6+12", "speed": { "walk": 20, "swim": 10 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 1, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The bone crab 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": "White Ghost Shivers", "desc": "A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The bone crab can breathe air and water." }, { "name": "Bone Camouflage", "desc": "A bone crab has advantage on Dexterity (Stealth) checks while it's among bones." }, { "name": "Hive Mind", "desc": "A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are." }, { "name": "Leap", "desc": "Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe." } ], "spell_list": [], "page_no": 40, "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_bone-crab/" }, { "slug": "bonepowder-ghoul", "desc": "_Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy._ \n**Starved Into Dust.** The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries. \n**Mocking and Hateful.** Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles. \n**Whispering Voices.** Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check.", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d6+104", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 19, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 6, "skills": { "perception": 6, "stealth": 9 }, "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 16", "languages": "Common, Darakhul, Draconic, Dwarvish", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Gravedust", "desc": "A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever." }, { "name": "Whirlwind (Recharge 5-6)", "desc": "A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Coalesce", "desc": "Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." }, { "name": "Innate Spellcasting", "desc": "the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch, darkness, dispel magic, ray of enfeeblement\n\n3/day: blindness/deafness, circle of death (7th level; 10d6)\n\n1/day: finger of death" } ], "spell_list": [], "page_no": 221, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_bonepowder-ghoul/" }, { "slug": "burrowling", "desc": "_These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others._ \n**Friendly Farmers.** Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild. \n**Safe Warrens.** Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws. \n**Die of Loneliness.** If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Tactics ability with its new allies. \nBurrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year.", "name": "Burrowling", "size": "Small", "type": "Humanoid", "subtype": "burrowling", "group": null, "alignment": "lawful neutral", "armor_class": 13, "armor_desc": "", "hit_points": 27, "hit_dice": "6d6+6", "speed": { "walk": 30, "burrow": 10 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 9, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The burrowling makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Claw", "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": "Sling", "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Burrow Awareness", "desc": "A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet." }, { "name": "Pack Tactics", "desc": "The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking." } ], "spell_list": [], "page_no": 49, "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_burrowling/" }, { "slug": "dau", "desc": "_A constant shimmer surrounds this short, winged creature, and staring at it is eyewatering and confusing, like a distant desert mirage though it’s only scant yards away._ \n**Desert Mirage Fey.** Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but are agile in both body and wit. \n**Lazy and Bored.** Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company and they invite friends and strangers alike to rest in their lairs, partake in their feasts and share their stories. \n**Sticklers for Etiquette.** However, a dau’s hospitality often turns to cruelty when guests breach its intricate rules of etiquette.", "name": "Dau", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "", "hit_points": 49, "hit_dice": "9d6+18", "speed": { "hover": true, "walk": 20, "fly": 60 }, "strength": 7, "dexterity": 17, "constitution": 14, "intelligence": 14, "wisdom": 17, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 5, "insight": 5, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Deep Speech, Primordial, Sylvan, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The dau makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Tangible Illusion (1/Day)", "desc": "After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet." } ], "bonus_actions": null, "reactions": [ { "name": "Mirror Dodge (1/Day)", "desc": "When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The dau has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts\n\n3/day each: invisibility, mirror image\n\n1/day each: mirage arcana, programmed illusion, project image" } ], "spell_list": [], "page_no": 70, "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_dau/" }, { "slug": "derro-shadow-antipaladin", "desc": "_This blue-skinned creature resembles a stunted dwarf. Its eyes are large and its hair wild, and both are colorless. The expression on its face is a terrible rictus of madness and hate._ \nAll derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods. \n**Herald of Madness.** The derro shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren’t swaggering warriors encased in steel or their dark reflections. Instead, a shadow antipaladin serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin’s wake.", "name": "Derro Shadow Antipaladin", "size": "Small", "type": "Humanoid", "subtype": "derro", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "breastplate and shield", "hit_points": 82, "hit_dice": "11d6+44", "speed": { "walk": 30 }, "strength": 11, "dexterity": 18, "constitution": 18, "intelligence": 11, "wisdom": 5, "charisma": 14, "strength_save": 3, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 0, "charisma_save": 5, "perception": 0, "skills": { "perception": 0, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Derro, Undercommon", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The derro makes two scimitar attacks or two heavy crossbow attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d6" }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d10" }, { "name": "Infectious Insanity (Recharge 5-6)", "desc": "The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Evasive", "desc": "Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one." }, { "name": "Insanity", "desc": "The derro has advantage on saving throws against being charmed or frightened." }, { "name": "Magic Resistance", "desc": "The derro has advantage on saving throws against spells and other magical effects." }, { "name": "Shadowstrike", "desc": "The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list)." }, { "name": "Spellcasting", "desc": "the derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared:\n\n1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite\n\n2nd level (2 slots): aid, crown of madness, darkness, magic weapon" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 93, "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_derro-shadow-antipaladin/" }, { "slug": "devilbound-gnomish-prince", "desc": "", "name": "Devilbound Gnomish Prince", "size": "Small", "type": "Humanoid", "subtype": "gnome", "group": null, "alignment": "any evil", "armor_class": 12, "armor_desc": "15 with mage armor", "hit_points": 104, "hit_dice": "19d6+38", "speed": { "walk": 25 }, "strength": 10, "dexterity": 14, "constitution": 15, "intelligence": 16, "wisdom": 12, "charisma": 22, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 7, "wisdom_save": null, "charisma_save": 10, "perception": null, "skills": { "arcana": 7, "deception": 10, "history": 7, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Infernal, Gnomish", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Banishing Word (1/Day)", "desc": "When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage." }, { "name": "Infernal Blessing", "desc": "The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points." }, { "name": "Infernal Tie", "desc": "The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence." }, { "name": "Innate Spellcasting", "desc": "the devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n\nat will: detect magic, false life, mage armor\n\n1/rest each: create undead, forcecage, power word stun" }, { "name": "Magic Resistance", "desc": "The devilbound gnomish prince has advantage on all saving throws against spells and magical effects." }, { "name": "Spellcasting", "desc": "the devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:\n\ncantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation\n\n5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt" } ], "spell_list": [], "page_no": 0, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_devilbound-gnomish-prince/" }, { "slug": "dust-goblin", "desc": "_A ragged creature emerges from the sand. Its spindly frame is encased in a hodge‑podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth._ \nDust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color. \n**Rule the Wastelands.** Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders. \n**Twisted Minds.** The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs. \nDust goblins range from 2 to 4 feet tall, and weigh between 20 and 80 pounds.", "name": "Dust Goblin", "size": "Small", "type": "Humanoid", "subtype": "goblinoid", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 5, "hit_dice": "1d6+2", "speed": { "walk": 40 }, "strength": 8, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 8, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 9", "languages": "Common, Goblin", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Light Crossbow", "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": "Twisted", "desc": "When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn." } ], "spell_list": [], "page_no": 232, "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_dust-goblin/" }, { "slug": "eala", "desc": "_This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot._ \nEala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal. \n**Metallic Diet.** Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized.", "name": "Eala", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural", "hit_points": 40, "hit_dice": "9d6+9", "speed": { "walk": 10, "fly": 60 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 2, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The eala makes two attacks with its wing blades." }, { "name": "Wing Blades", "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": "Fire Breath (recharge 5-6)", "desc": "The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried." } ], "bonus_actions": null, "reactions": [ { "name": "Swan Song", "desc": "When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 163, "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_eala/" }, { "slug": "erina-defender", "desc": "_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._ \nErinas, or hedgehog folk, are a small, communal race. \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels. \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby. \nAs the largest and hardiest of their kind, erina defenders take the defense of their home tunnels very seriously, and are quite suspicious of outsiders. Once an outsider proves himself a friend, they warm considerably, but until then defenders are quite spiky.", "name": "Erina Defender", "size": "Small", "type": "Humanoid", "subtype": "erina", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 44, "hit_dice": "8d6+16", "speed": { "walk": 20, "burrow": 20 }, "strength": 11, "dexterity": 14, "constitution": 14, "intelligence": 13, "wisdom": 12, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 4, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Erina", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The erina defender makes two attacks." }, { "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+2" }, { "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+2" } ], "bonus_actions": null, "reactions": [ { "name": "Protect", "desc": "The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The erina has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Hardy", "desc": "The erina has advantage on saving throws against poison." }, { "name": "Spines", "desc": "An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage." } ], "spell_list": [], "page_no": 178, "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_erina-defender/" }, { "slug": "erina-scrounger", "desc": "_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._ \nErinas, or hedgehog folk, are a small, communal race. \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels. \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.", "name": "Erina Scrounger", "size": "Small", "type": "Humanoid", "subtype": "erina", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "leather armor", "hit_points": 22, "hit_dice": "4d6+8", "speed": { "walk": 20, "burrow": 20 }, "strength": 9, "dexterity": 12, "constitution": 14, "intelligence": 13, "wisdom": 10, "charisma": 11, "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": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Erina", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", "attack_bonus": 3, "damage_dice": "1d4" }, { "name": "Sling", "desc": "Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The erina has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Hardy", "desc": "The erina has advantage on saving throws against poison." }, { "name": "Spines", "desc": "An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage." } ], "spell_list": [], "page_no": 178, "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_erina-scrounger/" }, { "slug": "far-darrig", "desc": "_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._ \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms. \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives. \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters. \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.", "name": "Far Darrig", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 104, "hit_dice": "16d6+48", "speed": { "walk": 20 }, "strength": 15, "dexterity": 16, "constitution": 17, "intelligence": 11, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": 5, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 6, "skills": { "medicine": 6, "nature": 4, "perception": 6, "survival": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Elvish, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The far darrig makes four antler glaive attacks." }, { "name": "Antler Glaive", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Enchanted Glaive Maneuvers", "desc": "A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride" } ], "spell_list": [], "page_no": 179, "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_far-darrig/" }, { "slug": "firebird", "desc": "_This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum._ \n**Guides and Helpers.** Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their abilities are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts. \nFirebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long. Well-traveled parties may encounter the same firebird more than once, however. \n**Redeemers.** Firebirds enjoy acting as reformers. They find mercenary creatures they perceive as potential “light bringers” to whom they grant boons in exchange for a geas to perform a specific good deed, in the hope such acts will redeem them. \n**Magical Feathers.** Firebird feathers are prized throughout the mortal world; occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. As the creatures age, their feathers’ light dims, but this occurs gradually, as the creatures live over 100 years. Firebirds stand three feet tall and weigh 20 lb.", "name": "Firebird", "size": "Small", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 99, "hit_dice": "18d6+36", "speed": { "walk": 20, "fly": 100 }, "strength": 12, "dexterity": 19, "constitution": 14, "intelligence": 16, "wisdom": 15, "charisma": 21, "strength_save": null, "dexterity_save": 6, "constitution_save": 4, "intelligence_save": 5, "wisdom_save": 4, "charisma_save": 7, "perception": 7, "skills": { "acrobatics": 6, "arcana": 5, "insight": 4, "medicine": 4, "nature": 5, "perception": 7, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire", "condition_immunities": "charmed, frightened, invisible", "senses": "truesight 60 ft., passive Perception 17", "languages": "Celestial, Common, Elvish, Primordial, Sylvan", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The firebird makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (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: 10 (2d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d8" }, { "name": "Blinding Ray (Recharge 5-6)", "desc": "The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, purify food and drink, speak with animals\n\n3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues\n\n1/day each: geas, heal, reincarnate" }, { "name": "Light of the World", "desc": "The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch." }, { "name": "Warming Presence", "desc": "The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature." } ], "spell_list": [], "page_no": 201, "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_firebird/" }, { "slug": "firegeist", "desc": "_Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame._ \n**Elemental Echoes.** When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge. \n**Indiscrimate Arsonists.** Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern. \n**Elemental Nature.** A firegeist doesn’t require air, food, drink, or sleep.", "name": "Firegeist", "size": "Small", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 87, "hit_dice": "25d6", "speed": { "walk": 40 }, "strength": 7, "dexterity": 18, "constitution": 10, "intelligence": 4, "wisdom": 16, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The firegeist makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Combustion Touch (Recharge 5-6)", "desc": "The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hide By Firelight", "desc": "In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire." }, { "name": "Illumination", "desc": "The firegeist sheds dim light in a 30-foot radius." }, { "name": "Magical Light Sensitivity", "desc": "While in magical light, the firegeist has disadvantage on attack rolls and ability checks." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage." } ], "spell_list": [], "page_no": 202, "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_firegeist/" }, { "slug": "fraughashar", "desc": "_This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth._ \nThe fraughashar are a race of short, tricky, and cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces. \n**Sacred Rivers.** They view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. Fraughashar are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders. \n**Chilling Tales.** The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless, and they will kill anyone who enters their land.", "name": "Fraughashar", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "leather armor, shield", "hit_points": 18, "hit_dice": "4d6+4", "speed": { "walk": 25 }, "strength": 8, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 11, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The fraughashar makes one bite attack and one dagger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Sling", "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Frost Walker", "desc": "The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground." } ], "spell_list": [], "page_no": 206, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_fraughashar/" } ] }