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=strength&page=34
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=strength&page=35", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=strength&page=33", "results": [ { "slug": "graveyard-dragon", "desc": "This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins._ \nGraveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy. \n**Vindictive Undead.** Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste. \n**Intimidating Appearance.** Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it. \n**Undead Nature.** The graveyard dragon doesn’t require air, food, drink, or sleep.", "name": "Graveyard Dragon", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 40 }, "strength": 16, "dexterity": 10, "constitution": 17, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 3, "skills": { "perception": 3, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The graveyard dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) damage of the type dealt by the dragon's breath weapon.", "attack_bonus": 6, "damage_dice": "2d10+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "The dragon releases a breath weapon that corresponds to the type of dragon it was in life. Each creature in the area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of the corresponding type on a failed save, or half as much damage on a successful one. \n* Black. Acid damage in a 30-foot line that is 5 feet wide. \n* Blue. Lightning damage in a 30-foot line that is 5 feet wide. \n* Green. Poison damage in a 30-foot cone. \n* Red. Fire damage in a 30-foot cone. \n* White. Cold damage in a 30-foot cone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Aura", "desc": "At the start of each of the graveyard dragon's turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon's breath weapon." }, { "name": "Elemental Resistance", "desc": "The graveyard dragon has resistance to the type of damage dealt by its breath weapon." }, { "name": "False Appearance", "desc": "While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones." }, { "name": "Reassemble Bones", "desc": "As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can't make melee weapon attacks." } ], "spell_list": [], "page_no": 183, "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_graveyard-dragon/" }, { "slug": "grove-bear", "desc": "Grove bears resemble black bears with blond snouts, but they are slightly smaller and noticeably quicker. When grove bears clash to defend territory or compete for mates, they engage in brutal wrestling matches, each attempting to pin the other until one bear loses its nerve and flees.", "name": "Grove Bear", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 13, "hit_dice": "2d8+4", "speed": { "climb": 30, "walk": 40 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 3, "wisdom": 12, "charisma": 7, "strength_save": 5, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "—", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the bear can't use its claws on another target.", "attack_bonus": 5, "damage_dice": "2d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Grappler", "desc": "The bear has advantage on attack rolls against any creature grappled by it." }, { "name": "Keen Smell", "desc": "The bear has advantage on Wisdom (Perception) checks that rely on smell." } ], "spell_list": [], "page_no": 178, "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_grove-bear/" }, { "slug": "haleshi", "desc": "A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands._ \n**Diplomatic Fey.** Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups. Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation. The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity. \n**Clam Riders.** Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another. \n**Food-Lovers.** While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.", "name": "Haleshi", "size": "Large", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": null, "hit_points": 123, "hit_dice": "13d10+52", "speed": { "swim": 40, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 18, "intelligence": 14, "wisdom": 17, "charisma": 19, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 6, "skills": { "insight": 9, "nature": 5, "perception": 6, "persuasion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Aquan, Common, Elvish, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The haleshi makes two attacks with its stupefying touch." }, { "name": "Stupefying Touch", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.", "attack_bonus": 6, "damage_dice": "3d8+3" }, { "name": "Clamport (3/Day)", "desc": "The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam's passengers and releases them. After releasing the passengers, the clam returns to normal." } ], "bonus_actions": null, "reactions": [ { "name": "Water Shield (Recharge 5-6)", "desc": "The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The haleshi can breathe air and water." }, { "name": "Charming Defense", "desc": "While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class)." }, { "name": "Innate Spellcasting", "desc": "The haleshi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n3/day each: charm person, invisibility (self only)\n1/day each: major image, water walk, zone of truth" } ], "spell_list": [], "page_no": 191, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_haleshi/" }, { "slug": "mad-piper", "desc": "A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core._ \nMad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones. \n**The Ritual.** During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play. \n**Pets and Mascots.** Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators. \n**True Pipers.** Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones. \n**Construct Nature.** The mad piper doesn’t require air, food, drink, or sleep.", "name": "Mad Piper", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "padded armor", "hit_points": 19, "hit_dice": "3d8+6", "speed": { "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 14, "intelligence": 5, "wisdom": 7, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "performance": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 8", "languages": "understands Common and Void Speech, but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Screaming Flail", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Terrible Dirge", "desc": "The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become 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 mad piper's Terrible Dirge for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Inspire", "desc": "As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw." } ], "spell_list": [], "page_no": 250, "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_mad-piper/" }, { "slug": "mari-lwyd", "desc": "A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it._ \n**Unwelcome Lodger.** A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves. \nA mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts. \n**Expelled by Rhyme.** Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature. \nThe mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality. \n**Undead Nature.** A mari lwyd doesn’t require air, food, drink, or sleep.", "name": "Mari Lwyd", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 66, "hit_dice": "7d10+28", "speed": { "walk": 40 }, "strength": 16, "dexterity": 13, "constitution": 19, "intelligence": 10, "wisdom": 14, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 4, "perception": null, "skills": { "intimidation": 4, "performance": 6 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "exhaustion, frightened, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic, Elvish, Giant, Primordial", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The mari lwyd makes one bite attack and one hooves attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Turn Resistance", "desc": "The mari lwyd has advantage on saving throws against any effect that turns undead." }, { "name": "Turned by Rhyme", "desc": "A creature can use its action to formally challenge the mari lwyd to a duel of rhymes. If no creature attacks the mari lwyd until the beginning of its next turn, it uses its action to recite a rhyme. The challenger must respond to the rhyme and succeed on a DC 14 Charisma (Performance) check. On a success, the mari lwyd is treated as if it is turned for 1 minute or until it takes damage." }, { "name": "Innate Spellcasting", "desc": "The mari lwyd'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:\nAt will: chill touch, mage hand\n3/day each: animate dead, hideous laughter, suggestion" } ], "spell_list": [], "page_no": 257, "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_mari-lwyd/" }, { "slug": "minor-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Minor Malleable", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "climb": 30, "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 14, "intelligence": 15, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 12", "languages": "all, telepathy 60 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Join Malleables", "desc": "As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Four minor malleables can join to create one moderate malleable. \n* Eight minor malleables can join to create one major malleable. \n* Sixteen minor malleables can join to create one massive malleable." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "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_minor-malleable/" }, { "slug": "mountain-strider", "desc": "These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats._ \n**Dwellers of Mountains.** Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization. \n**Communal.** Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don’t actively hunt each other. \n**Bleating Communication.** The weather on the highest mountain peaks can turn at a moment’s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders’ culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual’s location or health to short songs identifying family affiliation and lineage.", "name": "Mountain Strider", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 12, "armor_desc": null, "hit_points": 34, "hit_dice": "4d10+12", "speed": { "walk": 30, "climb": 30 }, "strength": 16, "dexterity": 14, "constitution": 17, "intelligence": 8, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Headbutt", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Thunderous Bleat (Recharge 6)", "desc": "The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Revenge for the Fallen", "desc": "When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone." }, { "name": "Sure-Footed", "desc": "The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone." } ], "spell_list": [], "page_no": 261, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_mountain-strider/" }, { "slug": "narshark", "desc": "Almost blending in with the sky, this creature looks like a large shark with cerulean-hued skin and incredibly long pectoral fins that it uses to sail through the air like a bird. Its mouth is filled with several rows of vicious teeth, and an ivory horn emerges from the top of its head._ \n**Aerial Predators.** A narshark is a creature that resembles a cross between a shark and a narwhal with dark blue skin, long serrated teeth, and a horn growing from its brow. Like many sharks, the narshark is a rapacious predator, hunting birds through the sky as a shark hunts fish. While it lacks the keen nose of most predators, the narshark has excellent eyesight and can pick out details at great distances. While narsharks are dangerous predators, they are seldom top of the aerial food chain and face fierce competition from Open Game License", "name": "Narshark", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 25, "hit_dice": "3d10+9", "speed": { "fly": 40, "walk": 10, "hover": true }, "strength": 16, "dexterity": 12, "constitution": 15, "intelligence": 2, "wisdom": 14, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "prone", "senses": "darkvision 60 ft., passive Perception 18", "languages": "—", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. If the creature isn't an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns as one of the shark's teeth chips off into the wound. Any creature can take an action to stanch the wound by removing the tooth. The wound also closes and the tooth pops out if the target receives magical healing.", "attack_bonus": 5, "damage_dice": "1d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magical Horns", "desc": "The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark's horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit." }, { "name": "Keen Sight", "desc": "The narshark has advantage on Wisdom (Perception) checks that rely on sight." }, { "name": "Magical Horn", "desc": "The narshark's horn can be attacked and severed (AC 18; hp 5; immunity to bludgeoning, poison, and psychic damage) or destroyed (hp 15). If its horn is severed, the narshark loses its flying speed, loses 4 (1d8) hp at the start of each of its turns, and goes into a frenzy. While in a frenzy, the narshark has advantage on bite attack rolls and attack rolls against it have advantage." } ], "spell_list": [], "page_no": 266, "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_narshark/" }, { "slug": "pale-screamer", "desc": "This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels._ \n**Wailing in the Depths.** Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions. \n**Evil Blooms.** Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes. \n**Formerly Human.** Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by Open Game License", "name": "Pale Screamer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "7d8+21", "speed": { "swim": 30, "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 17, "intelligence": 7, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 5, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, cold, force", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 13", "languages": "Deep Speech", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target 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." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" }, { "name": "Scream of the Deep (Recharge 6)", "desc": "The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The pale screamer can breathe air and water." } ], "spell_list": [], "page_no": 290, "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_pale-screamer/" }, { "slug": "sapphire-jelly", "desc": "Wisps of frosty air rise from the amorphous, quivering blue puddle. Bits of ice cling to the edges, and the surface has an almost crystalline appearance._ \n**Mountainous Regions.** Sapphire jellies are at home in glacial and mountainous regions among rocks and ice. They are just as likely to be found aboveground as below, but they avoid regions that are warm or dry. They tend to avoid large settlements of warm-blooded creatures, as such creatures consider them an active threat and often seek to destroy them. They prefer the company of creatures not bothered by the cold. \n**Unnaturally Cold.** Sapphire jellies are extremely cold, freezing water and objects they encounter on contact. Creatures that are caught within them or hit with their attacks are immediately chilled to the bone, and those who are killed by them are permanently transformed into undead. Sapphire jellies can often be found in areas with Open Game License", "name": "Sapphire Jelly", "size": "Medium", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 9, "armor_desc": null, "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The sapphire jelly makes two freezing slam attacks." }, { "name": "Freezing Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) cold damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Engulf", "desc": "The jelly moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. Whenever the jelly enters a creature's space, the creature must make a DC 15 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the jelly enters the creature's space, and the creature takes 10 (3d6) cold damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) cold damage at the start of each of the jelly's turns. When the jelly moves, the engulfed creature moves with it. A sapphire jelly can have only one creature engulfed at a time.\n\nAn engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the jelly. Alternatively, a creature within 5 feet of the jelly can take an action to pull a creature out of the jelly. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) cold damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sapphire jelly can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Icy Transformation", "desc": "A humanoid slain by the sapphire jelly rises 1 week later as a glacial corrupter, unless the humanoid is restored to life or its body is destroyed." } ], "spell_list": [], "page_no": 312, "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_sapphire-jelly/" }, { "slug": "scrofin", "desc": "This upright, muscular boar has short, brown fur. Though it stands on cloven hooves, its arms end in oversized fists._ \n**Seeker of Champions.** The scrofin is a powerfully built creature that seeks to find a worthy challenger for a wrestling challenge. A winner is declared when one creature holds its opponent in a grapple for 30 seconds. The scrofin is aware its natural gifts make it a formidable foe and feels duty-bound to make others aware of its advantages. An honorable battle is its highest goal, and it ensures that no great harm comes to its opponent during the contest, immediately relenting if its opponent submits. \n**Short Tempered.** If the scrofin feels its opponent is fighting dishonorably or if something unrelated to the wrestling match harms it (a cast spell, a hidden weapon, or similar), it goes berserk at the betrayal. In normal combat situations, it loses its temper when it takes too many injuries. The scrofin can calm itself but only chooses to when it believes its opponents are truly contrite about breaking its trust or harming it. \n**Outcast from the Courts.** The scrofins’ sense of honor is at odds with many of their fellow fey, regardless of court, who believe exploiting any advantage in a situation is acceptable. This coupled with what the fey see as the scrofins’ tiresome insistence on proving their physical superiority makes them unwelcome in many fey courts. For their part, scrofins are content to walk the mortal world in search of champions.", "name": "Scrofin", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 68, "hit_dice": "8d8+32", "speed": { "walk": 40 }, "strength": 16, "dexterity": 13, "constitution": 18, "intelligence": 9, "wisdom": 9, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 9", "languages": "Common, Sylvan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The scrofin makes two attacks: one with its fist and one with its gore or two with its fists." }, { "name": "Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The scrofin can grapple only one target at a time. If the scrofin scores a critical hit, the target must succeed on a DC 13 Constitution saving throw or become stunned until the end of its next turn.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Gore", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8+3" } ], "bonus_actions": null, "reactions": [ { "name": "Quick to Anger (Recharges after a Short or Long Rest)", "desc": "If the scrofin is wrestling a foe as part of a challenge and takes damage, or when it is reduced to half its hp maximum, it becomes angry. While angry, the scrofin has advantage on melee attack rolls and on saving throws against spells or effects that would charm or frighten it or make it unconscious, and it has resistance to bludgeoning damage. It remains angry for 1 minute, or until it is knocked unconscious. Alternatively, it can end its anger as a bonus action." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Expert Wrestler", "desc": "The scrofin can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the scrofin grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the scrofin has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition." }, { "name": "Relentless (Recharges after a Short or Long Rest)", "desc": "If the scrofin takes 10 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead." } ], "spell_list": [], "page_no": 319, "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_scrofin/" }, { "slug": "scroll-mummy", "desc": "Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes._ \nA scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy. \n**Curseless.** This alternate Open Game License", "name": "Scroll Mummy", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 17, "intelligence": 18, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "the languages it knew in life", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The scroll mummy makes two spell-siphoning fist attacks." }, { "name": "Spell-Siphoning Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster's spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait).", "attack_bonus": 6, "damage_dice": "1d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The scroll mummy has advantage on saving throws against spells and other magical effects." }, { "name": "Scroll Body", "desc": "The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day." }, { "name": "Innate Spellcasting", "desc": "The scroll mummy's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: comprehend languages, fire bolt, mage hand, prestidigitation, ray of sickness\n5/day each: hold person, inflict wounds, scorching ray\n3/day each: bestow curse, fear\n1/day each: black tentacles, confusion" } ], "spell_list": [], "page_no": 0, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_scroll-mummy/" }, { "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": "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": "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": "viiret", "desc": "The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it._ \n**Disease Eater.** Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward. \n**Unpleasant Odor.** The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects. \n**Desperate Cure.** Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.", "name": "Viiret", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 30 }, "strength": 16, "dexterity": 6, "constitution": 17, "intelligence": 1, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "necrotic, poison", "condition_immunities": "blinded, charmed, deafened, frightened, poisoned", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The viiret makes two attacks, only one of which can be a bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret's turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret's turns instead. In addition, at the start of each of the viiret's turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease's saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.\n\nIf the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn't poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Vine", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disease Eater", "desc": "The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease." }, { "name": "Disease Sense", "desc": "The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it." } ], "spell_list": [], "page_no": 361, "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_viiret/" }, { "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": "ape", "desc": "", "name": "Ape", "size": "Medium", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 19, "hit_dice": "3d8+6", "speed": { "walk": 30, "climb": 30 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 6, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 5, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The ape makes two fist attacks." }, { "name": "Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Rock", "desc": "Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 366, "environments": [ "Jungle", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_ape/" }, { "slug": "barbed-devil", "desc": "", "name": "Barbed Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": "Devils", "alignment": "lawful evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 16, "dexterity": 17, "constitution": 18, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": 6, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 8, "skills": { "deception": 5, "insight": 5, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 18", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Tail", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.", "attack_bonus": 5, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Barbed Hide", "desc": "At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.", "attack_bonus": 0, "damage_dice": "1d10" }, { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 274, "environments": [ "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_barbed-devil/" }, { "slug": "basilisk", "desc": "", "name": "Basilisk", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 20 }, "strength": 16, "dexterity": 8, "constitution": 15, "intelligence": 2, "wisdom": 8, "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": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 9", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 5, "damage_dice": "2d6+2d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Petrifying Gaze", "desc": "If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.\nIf the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze." } ], "spell_list": [], "page_no": 265, "environments": [ "Desert", "Mountains", "Ruin", "Jungle", "Hills", "Mountain", "Caverns", "Plane Of Earth" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/basilisk.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_basilisk/" }, { "slug": "bearded-devil", "desc": "", "name": "Bearded Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": "Devils", "alignment": "lawful evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 16, "dexterity": 15, "constitution": 15, "intelligence": 9, "wisdom": 11, "charisma": 11, "strength_save": 5, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two attacks: one with its beard and one with its glaive." }, { "name": "Beard", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. 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": "1d8", "damage_bonus": 2 }, { "name": "Glaive", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.", "attack_bonus": 5, "damage_dice": "1d10", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Steadfast", "desc": "The devil can't be frightened while it can see an allied creature within 30 feet of it." } ], "spell_list": [], "page_no": 274, "environments": [ "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_bearded-devil/" }, { "slug": "berserker", "desc": "Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.", "name": "Berserker", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any chaotic alignment", "armor_class": 13, "armor_desc": "hide armor", "hit_points": 67, "hit_dice": "9d8+27", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 17, "intelligence": 9, "wisdom": 11, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "any one language (usually Common)", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Greataxe", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d12", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Reckless", "desc": "At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." } ], "spell_list": [], "page_no": 397, "environments": [ "Hill", "Desert", "Mountains", "Coastal", "Tundra", "Forest", "Grassland", "Arctic", "Jungle", "Hills", "Swamp", "Mountain" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_berserker/" }, { "slug": "black-pudding", "desc": "", "name": "Black Pudding", "size": "Large", "type": "Ooze", "subtype": "", "group": "Oozes", "alignment": "unaligned", "armor_class": 7, "armor_desc": null, "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 20, "climb": 20 }, "strength": 16, "dexterity": 5, "constitution": 16, "intelligence": 1, "wisdom": 6, "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": "", "damage_resistances": "", "damage_immunities": "acid, cold, lightning, slashing", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", "attack_bonus": 5, "damage_dice": "1d6+4d8", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": [ { "name": "Split", "desc": "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The pudding can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Corrosive Form", "desc": "A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. 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 pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.", "attack_bonus": 0, "damage_dice": "1d8" }, { "name": "Spider Climb", "desc": "The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 337, "environments": [ "Underdark", "Sewer", "Caverns", "Ruin", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_black-pudding/" }, { "slug": "camel", "desc": "", "name": "Camel", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 9, "armor_desc": null, "hit_points": 15, "hit_dice": "2d10+4", "speed": { "walk": 50 }, "strength": 16, "dexterity": 8, "constitution": 14, "intelligence": 2, "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": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 9", "languages": "", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 369, "environments": [ "Desert", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_camel/" }, { "slug": "couatl", "desc": "", "name": "Couatl", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30, "fly": 90 }, "strength": 16, "dexterity": 20, "constitution": 17, "intelligence": 18, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "psychic; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "truesight 120 ft., passive Perception 15", "languages": "all, telepathy 120 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.", "attack_bonus": 8, "damage_dice": "1d6", "damage_bonus": 5 }, { "name": "Constrict", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Change Shape", "desc": "The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\nIn a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:\n\nAt will: detect evil and good, detect magic, detect thoughts\n3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield\n1/day each: dream, greater restoration, scrying" }, { "name": "Magic Weapons", "desc": "The couatl's weapon attacks are magical." }, { "name": "Shielded Mind", "desc": "The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api-beta.open5e.com/v2/spells/bless/?format=api", "https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=api", "https://api-beta.open5e.com/v2/spells/cure-wounds/?format=api", "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/protection-from-poison/?format=api", "https://api-beta.open5e.com/v2/spells/sanctuary/?format=api", "https://api-beta.open5e.com/v2/spells/shield/?format=api", "https://api-beta.open5e.com/v2/spells/dream/?format=api", "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api" ], "page_no": 269, "environments": [ "Urban", "Desert", "Jungle", "Astral Plane", "Grassland", "Forest" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/couatl.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_couatl/" }, { "slug": "darkmantle", "desc": "", "name": "Darkmantle", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 11, "armor_desc": null, "hit_points": 22, "hit_dice": "5d6+5", "speed": { "walk": 10, "fly": 30 }, "strength": 16, "dexterity": 12, "constitution": 13, "intelligence": 2, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 10", "languages": "", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Crush", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.\nWhile attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.\nA creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Darkness Aura (1/day)", "desc": "A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Echolocation", "desc": "The darkmantle can't use its blindsight while deafened." }, { "name": "False Appearance", "desc": "While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite." } ], "spell_list": [], "page_no": 269, "environments": [ "Underdark", "Shadowfell", "Caverns" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/darkmantle.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_darkmantle/" }, { "slug": "drider", "desc": "", "name": "Drider", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "walk": 30, "climb": 30 }, "strength": 16, "dexterity": 16, "constitution": 18, "intelligence": 13, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Elvish, Undercommon", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.", "attack_bonus": 6, "damage_dice": "1d4", "damage_bonus": 2 }, { "name": "Longsword", "desc": "Melee Weapon Attack: +6 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": 6, "damage_dice": "1d8", "damage_bonus": 3 }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.", "attack_bonus": 6, "damage_dice": "1d8", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep." }, { "name": "Innate Spellcasting", "desc": "The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:\nAt will: dancing lights\n1/day each: darkness, faerie fire" }, { "name": "Spider Climb", "desc": "The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Web Walker", "desc": "The drider ignores movement restrictions caused by webbing." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/dancing-lights/?format=api", "https://api-beta.open5e.com/v2/spells/darkness/?format=api", "https://api-beta.open5e.com/v2/spells/faerie-fire/?format=api" ], "page_no": 304, "environments": [ "Underdark", "Ruin", "Feywild" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_drider/" }, { "slug": "elk", "desc": "", "name": "Elk", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 10, "armor_desc": null, "hit_points": 13, "hit_dice": "2d10+2", "speed": { "walk": 50 }, "strength": 16, "dexterity": 10, "constitution": 12, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Ram", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage." }, { "name": "Hooves", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.", "attack_bonus": 0, "damage_dice": "2d6" } ], "spell_list": [], "page_no": 372, "environments": [ "Hill", "Grassland", "Tundra", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_elk/" }, { "slug": "ghast", "desc": "", "name": "Ghast", "size": "Medium", "type": "Undead", "subtype": "", "group": "Ghouls", "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 36, "hit_dice": "8d8", "speed": { "walk": 30 }, "strength": 16, "dexterity": 17, "constitution": 10, "intelligence": 11, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.", "attack_bonus": 3, "damage_dice": "2d8", "damage_bonus": 3 }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 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", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Stench", "desc": "Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours." }, { "name": "Turn Defiance", "desc": "The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead." } ], "spell_list": [], "page_no": 311, "environments": [ "Temple", "Desert", "Underdark", "Mountains", "Tundra", "Grassland", "Ruin", "Swamp", "Urban", "Sewer", "Abyss", "Forest", "Tomb", "Hills", "Shadowfell", "Caverns" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_ghast/" }, { "slug": "giant-eagle", "desc": "A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).", "name": "Giant Eagle", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "neutral good", "armor_class": 13, "armor_desc": null, "hit_points": 26, "hit_dice": "4d10+4", "speed": { "walk": 10, "fly": 80 }, "strength": 16, "dexterity": 17, "constitution": 13, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "Giant Eagle, understands Common and Auran but can't speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The eagle makes two attacks: one with its beak and one with its talons." }, { "name": "Beak", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Talons", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The eagle has advantage on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 375, "environments": [ "Hill", "Mountains", "Coastal", "Grassland", "Hills", "Feywild", "Mountain", "Desert" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_giant-eagle/" }, { "slug": "giant-hyena", "desc": "", "name": "Giant Hyena", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 45, "hit_dice": "6d10+12", "speed": { "walk": 50 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 2, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Rampage", "desc": "When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack." } ], "spell_list": [], "page_no": 376, "environments": [ "Hill", "Desert", "Shadowfell", "Grassland", "Ruin", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_giant-hyena/" }, { "slug": "grimlock", "desc": "", "name": "Grimlock", "size": "Medium", "type": "Humanoid", "subtype": "grimlock", "group": null, "alignment": "neutral evil", "armor_class": 11, "armor_desc": null, "hit_points": 11, "hit_dice": "2d8+2", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 12, "intelligence": 9, "wisdom": 8, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 5, "perception": 3, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "blinded", "senses": "blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13", "languages": "Undercommon", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Spiked Bone Club", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4+1d4", "damage_bonus": 5 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blind Senses", "desc": "The grimlock can't use its blindsight while deafened and unable to smell." }, { "name": "Keen Hearing and Smell", "desc": "The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Stone Camouflage", "desc": "The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain." } ], "spell_list": [], "page_no": 318, "environments": [ "Underdark", "Sewer", "Shadowfell", "Caverns", "Ruin", "Plane Of Earth", "Tomb" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_grimlock/" }, { "slug": "half-red-dragon-veteran", "desc": "", "name": "Half-Red Dragon Veteran", "size": "Medium", "type": "Humanoid", "subtype": "human", "group": null, "alignment": "any alignment", "armor_class": 18, "armor_desc": "plate", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 16, "dexterity": 13, "constitution": 14, "intelligence": 10, "wisdom": 11, "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": "fire", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The veteran 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", "damage_bonus": 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", "damage_bonus": 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", "damage_bonus": 1 }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "7d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 321, "environments": [ "Desert", "Hills", "Mountains", "Plane Of Fire", "Ruin", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_half-red-dragon-veteran/" }, { "slug": "invisible-stalker", "desc": "", "name": "Invisible Stalker", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 104, "hit_dice": "16d8+32", "speed": { "hover": true, "walk": 50, "fly": 50 }, "strength": 16, "dexterity": 19, "constitution": 14, "intelligence": 10, "wisdom": 15, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": { "perception": 8, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Auran, understands Common but doesn't speak it", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The stalker makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Invisibility", "desc": "The stalker is invisible." }, { "name": "Faultless Tracker", "desc": "The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner." } ], "spell_list": [], "page_no": 323, "environments": [ "Temple", "Urban", "Plane Of Air", "Swamp", "Settlement", "Grassland", "Laboratory" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_invisible-stalker/" }, { "slug": "knight", "desc": "**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.", "name": "Knight", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any alignment", "armor_class": 18, "armor_desc": "plate", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 16, "dexterity": 11, "constitution": 14, "intelligence": 11, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "any one language (usually Common)", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The knight makes two melee attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.", "attack_bonus": 2, "damage_dice": "1d10" }, { "name": "Leadership (Recharges after a Short or Long Rest)", "desc": "For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brave", "desc": "The knight has advantage on saving throws against being frightened." } ], "spell_list": [], "page_no": 400, "environments": [ "Temple", "Urban", "Hills", "Mountains", "Grassland", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_knight/" }, { "slug": "lamia", "desc": "", "name": "Lamia", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d10+26", "speed": { "walk": 30 }, "strength": 16, "dexterity": 13, "constitution": 15, "intelligence": 14, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 7, "insight": 4, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Abyssal, Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch." }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d10", "damage_bonus": 3 }, { "name": "Dagger", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4", "damage_bonus": 3 }, { "name": "Intoxicating Touch", "desc": "Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.\n\nAt will: disguise self (any humanoid form), major image\n3/day each: charm person, mirror image, scrying, suggestion\n1/day: geas" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/disguise-self/?format=api", "https://api-beta.open5e.com/v2/spells/major-image/?format=api", "https://api-beta.open5e.com/v2/spells/charm-person/?format=api", "https://api-beta.open5e.com/v2/spells/mirror-image/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api", "https://api-beta.open5e.com/v2/spells/suggestion/?format=api", "https://api-beta.open5e.com/v2/spells/geas/?format=api" ], "page_no": 325, "environments": [ "Desert", "Grassland", "Hills", "Abyss" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_lamia/" }, { "slug": "mummy", "desc": "", "name": "Mummy", "size": "Medium", "type": "Undead", "subtype": "", "group": "Mummies", "alignment": "lawful evil", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 20 }, "strength": 16, "dexterity": 8, "constitution": 15, "intelligence": 6, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "the languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist." }, { "name": "Rotting Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.", "attack_bonus": 5, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Dreadful Glare", "desc": "The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 333, "environments": [ "Temple", "Desert", "Shadowfell", "Ruin", "Tomb" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_mummy/" }, { "slug": "orc", "desc": "", "name": "Orc", "size": "Medium", "type": "Humanoid", "subtype": "orc", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "hide armor", "hit_points": 15, "hit_dice": "2d8+6", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 16, "intelligence": 7, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "intimidation": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Orc", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Greataxe", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d12", "damage_bonus": 3 }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aggressive", "desc": "As a bonus action, the orc can move up to its speed toward a hostile creature that it can see." } ], "spell_list": [], "page_no": 339, "environments": [ "Hill", "Underdark", "Swamp", "Grassland", "Mountain", "Forest", "Arctic" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_orc/" }, { "slug": "otyugh", "desc": "", "name": "Otyugh", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 30 }, "strength": 16, "dexterity": 11, "constitution": 19, "intelligence": 6, "wisdom": 13, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Otyugh", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The otyugh makes three attacks: one with its bite and two with its tentacles." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.", "attack_bonus": 6, "damage_dice": "2d8", "damage_bonus": 3 }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.", "attack_bonus": 6, "damage_dice": "1d8", "damage_bonus": 3 }, { "name": "Tentacle Slam", "desc": "The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Telepathy", "desc": "The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond." } ], "spell_list": [], "page_no": 339, "environments": [ "Underdark", "Sewer", "Swamp", "Caverns", "Ruin", "Laboratory" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_otyugh/" }, { "slug": "riding-horse", "desc": "", "name": "Riding Horse", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 10, "armor_desc": null, "hit_points": 13, "hit_dice": "2d10+2", "speed": { "walk": 60 }, "strength": 16, "dexterity": 10, "constitution": 12, "intelligence": 2, "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": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 388, "environments": [ "Urban", "Settlement", "Grassland" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_riding-horse/" }, { "slug": "sea-hag", "desc": "", "name": "Sea Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": "Hags", "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "7d8+21", "speed": { "walk": 30, "swim": 40 }, "strength": 16, "dexterity": 13, "constitution": 16, "intelligence": 12, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Aquan, Common, Giant", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Death Glare", "desc": "The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points." }, { "name": "Illusory Appearance", "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The hag can breathe air and water." }, { "name": "Horrific Appearance", "desc": "Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's Horrific Appearance for the next 24 hours.\nUnless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag." }, { "name": "Hag Coven", "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos." }, { "name": "Shared Spellcasting (Coven Only)", "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier." }, { "name": "Hag Eye (Coven Only)", "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/identify/?format=api", "https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=api", "https://api-beta.open5e.com/v2/spells/hold-person/?format=api", "https://api-beta.open5e.com/v2/spells/locate-object/?format=api", "https://api-beta.open5e.com/v2/spells/bestow-curse/?format=api", "https://api-beta.open5e.com/v2/spells/counterspell/?format=api", "https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=api", "https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=api", "https://api-beta.open5e.com/v2/spells/polymorph/?format=api", "https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api", "https://api-beta.open5e.com/v2/spells/eye-bite/?format=api" ], "page_no": 320, "environments": [ "Underwater", "Feywild", "Coastal", "Plane Of Water", "Desert", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_sea-hag/" }, { "slug": "vampire-spawn", "desc": "", "name": "Vampire Spawn", "size": "Medium", "type": "Undead", "subtype": "", "group": "Vampires", "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 16, "intelligence": 11, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vampire makes two attacks, only one of which can be a bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 61 }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).", "attack_bonus": 6, "damage_dice": "2d4", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 354, "environments": [ "Underdark", "Urban", "Mountains", "Forest", "Ruin", "Tomb", "Hills", "Shadowfell", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_vampire-spawn/" }, { "slug": "veteran", "desc": "**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.", "name": "Veteran", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any alignment", "armor_class": 17, "armor_desc": "splint", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 30 }, "strength": 16, "dexterity": 13, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "athletics": 5, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "any one language (usually Common)", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The veteran 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", "damage_bonus": 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", "damage_bonus": 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", "damage_bonus": 1 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 403, "environments": [ "Hill", "Desert", "Underdark", "Urban", "Mountains", "Coastal", "Grassland", "Forest", "Arctic", "Hills", "Mountain", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_veteran/" }, { "slug": "worg", "desc": "A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.", "name": "Worg", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 26, "hit_dice": "4d10+4", "speed": { "walk": 50 }, "strength": 16, "dexterity": 13, "constitution": 13, "intelligence": 7, "wisdom": 11, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Goblin, Worg", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.", "attack_bonus": 5, "damage_dice": "2d6", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 393, "environments": [ "Hill", "Forest", "Grassland" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_worg/" }, { "slug": "ahu-nixta-mechanon", "desc": "", "name": "Ahu-Nixta Mechanon", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 51, "hit_dice": "6d8+24", "speed": { "walk": 20, "climb": 10 }, "strength": 16, "dexterity": 12, "constitution": 18, "intelligence": 5, "wisdom": 14, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60', passive Perception 10", "languages": "understands Deep Speech and Void Speech but has limited speech", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "Two Utility Arms or one Slam and one Utility Arm." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage." }, { "name": "Utility Arm", "desc": "Uses one of the following attack options:Grabbing Claw Melee Weapon Attack: +5 to hit, 10 ft., one target, 8 (2d4+3) piercing damage. If target is a creature is grappled by mechanon (escape DC 13). Until grapple ends creature restrained mechanon can't use Claw on another target. Sonic Disruptor Ranged Spell Attack: +4 to hit, 60 ft., one target, 9 (2d6+2) thunder. If target is a creature: DC 12 Con save or incapacitated until end of its next turn.Telekinetic Projector Mechanon fires a ray at a target it can see within 60'. If target is a creature: DC 13 Str save or mechanon moves it up to 30' in any direction. If target is an object weighing 300 pounds or less that isn't being worn or carried it is moved up to 30' in any direction. Mechanon can use projector to manipulate simple tools or open doors and containers." }, { "name": "Adapt Appendage", "desc": "Swaps its Utility Arm with Utility Arm of any other mechanon within 5 ft. of it." }, { "name": "Repair (2/Day)", "desc": "Touches an ahu-nixta or a Construct. Target regains 11 (2d8+2) hp." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Construct Nature", "desc": "Doesn't require air food drink or sleep." }, { "name": "Critical Malfunction", "desc": "Critical hit vs. mechanon: 20% chance of striking its soul chamber casing stunning it until end of its next turn." }, { "name": "Soul Reactivation", "desc": "Reduced to 0 hp stops functioning becoming inert. For the next hr if a Small or larger creature that isn't a Construct or Undead dies within 30' of a deactivated mechanon a portion of creature's soul is absorbed by mechanon and construct reactivates regaining all its hp + additional hp equal to the dead creature's CR. If it remains inert for 1 hr it is destroyed and can't be reactivated." } ], "spell_list": [], "page_no": 9, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_ahu-nixta-mechanon/" }, { "slug": "alabroza-bloodfiend", "desc": "", "name": "Alabroza, Bloodfiend", "size": "Small", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 72, "hit_dice": "16d6+16", "speed": { "walk": 10, "fly": 50 }, "strength": 16, "dexterity": 15, "constitution": 13, "intelligence": 9, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, poison", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60', passive Perception 15", "languages": "Abyssal, Common, Infernal", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "3 Broomsticks 2 Talons or 1 Beak and 1 Talons." }, { "name": "Beak (Fiend Form Only)", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 12 (2d8+3) piercing damage and attaches to target. While attached doesn't attack. Instead at start of each of its turns target: 12 (2d8+3) hp to blood loss. Can detach itself via 5 ft. of its move. It does so after target is reduced to 0 hp. Creature including target can use action to detach it via DC 13 Str." }, { "name": "Talons (Fiend Form Only)", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) piercing damage." }, { "name": "Broomstick (Humanoid Form Only)", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) bludgeoning damage." }, { "name": "Hypnotic Gaze", "desc": "Fixes its gaze on one creature it can see within 10 ft. of it. Target: DC 12 Wis save or charmed 1 min. While charmed creature is incapacitated has speed 0 and refuses to remove attached alabroza. Charmed creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful creature immune to this for next 24 hrs." }, { "name": "Spellcasting", "desc": "Cha (DC 12) no material components: At will: minor illusion3/day ea: detect thoughts suggestion" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Transforms into Med humanoid Small mist cloud or back into true bird-like fiend form. Other than size and speed stats are same in each form with mist form exceptions. Items worn/carried not transformed. Reverts on death. Mist form: can't take any actions speak or manipulate objects resistance to nonmagical damage. Weightless fly speed 20' can hover can enter hostile creature's space and stop there. If air can pass through a space mist can with o squeezing but can't pass through water." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bloodthirsty", "desc": "Must drink 1+ pint of fresh blood or milk every 24 hrs or suffers one level of exhaustion. Each pint it drinks removes one level." } ], "spell_list": [], "page_no": 13, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_alabroza-bloodfiend/" }, { "slug": "amphibolt", "desc": "", "name": "Amphibolt", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "9d10+36", "speed": { "walk": 30, "swim": 60 }, "strength": 16, "dexterity": 18, "constitution": 18, "intelligence": 3, "wisdom": 9, "charisma": 5, "strength_save": null, "dexterity_save": 7, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": -1, "skills": { "perception": -1 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 60', passive Perception 12", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "Two Bites or one Electric Tongue and uses Swallow." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 11 (2d6+4) piercing damage + 7 (2d6) lightning." }, { "name": "Electric Tongue", "desc": "Melee Weapon Attack: +7 to hit, 20 ft., one target, 9 (2d4+4) bludgeoning damage + 7 (2d6) lightning and target is grappled (escape DC 15). Until the grapple ends the target is restrained and amphibolt can't make an Electric Tongue attack vs. another target." }, { "name": "Swallow", "desc": "Makes one Bite vs. a Med or smaller target it is grappling. If attack hits target is swallowed and grapple ends. Swallowed target is blinded and restrained has total cover vs. attacks and effects outside ambphibolt and it takes 10 (3d6) lightning at start of each of amphibolt's turns. Amphibolt can have only one target swallowed at a time. If amphibolt takes 15 damage or more on a single turn from swallowed creature amphibolt: DC 14 Con save at end of that turn or regurgitate creature which falls prone in a space within 5 ft. of amphibolt. If amphibolt dies swallowed creature is no longer restrained by it and can escape corpse using 5 ft. of move exiting prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "Can breathe air and water." }, { "name": "False Appearance", "desc": "While motionless indistinguishable from large rock formation." }, { "name": "Lightning Leap", "desc": "Its long jump is 30' with or with o a running start. Creatures in the its path: 7 (2d6) bludgeoning damage and 7 (2d6) lightning and is knocked prone (DC 15 Dex half damage not prone)." } ], "spell_list": [], "page_no": 21, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_amphibolt/" } ] }