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=type&page=15
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=type&page=16", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=type&page=14", "results": [ { "slug": "skein-witch", "desc": "_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._ \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess. \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate. \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.", "name": "Skein Witch", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 162, "hit_dice": "25d8+50", "speed": { "walk": 30, "fly": 30 }, "strength": 6, "dexterity": 12, "constitution": 14, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 10, "charisma_save": 10, "perception": 15, "skills": { "history": 8, "insight": 15, "perception": 15 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "fire, lightning, psychic", "condition_immunities": "", "senses": "truesight 60 ft., passive Perception 25", "languages": "Celestial, telepathy (100 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The skein witch makes two Inexorable Thread attacks." }, { "name": "Inexorable Threads", "desc": "Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.", "attack_bonus": 9, "damage_dice": "5d8" }, { "name": "Bind Fates (1/Day)", "desc": "One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding." }, { "name": "Destiny Distortion Wave (Recharge 5-6)", "desc": "The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bend Fate (3/day)", "desc": "If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage." }, { "name": "Fear All Cards", "desc": "If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates." }, { "name": "Magic Resistance", "desc": "The skein witch has advantage on saving throws against spells and other magical effects." }, { "name": "Misty Step (At Will)", "desc": "The skein witch can step between places as a bonus action." }, { "name": "Sealed Destiny (1/Day)", "desc": "The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important." } ], "spell_list": [], "page_no": 349, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_skein-witch/" }, { "slug": "temple-dog", "desc": "_Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards._ \nA temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout. \n**Divine Colors.** Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary. \n**Travel with Priests.** As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision. \nTemple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.", "name": "Temple Dog", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 15, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": 7, "dexterity_save": null, "constitution_save": 5, "intelligence_save": 2, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Celestial and Common but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The temple dog has advantage on saving throws against spells and other magical effects." }, { "name": "Protector's Initiative", "desc": "If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll." }, { "name": "Rushing Slam", "desc": "If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action." } ], "spell_list": [], "page_no": 378, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_temple-dog/" }, { "slug": "uraeus", "desc": "_A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth._ \nA uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds. \n**Divine Protectors.** Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward. \nA uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave.", "name": "Uraeus", "size": "Tiny", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 40, "hit_dice": "9d4+18", "speed": { "walk": 30, "fly": 60 }, "strength": 6, "dexterity": 15, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 9, "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": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 10 ft., passive Perception 14", "languages": "understands Celestial and Common but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Searing Breath (Recharge 5-6)", "desc": "The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Bonded Savior", "desc": "When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Ward Bond", "desc": "As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action." } ], "spell_list": [], "page_no": 392, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_uraeus/" }, { "slug": "valkyrie", "desc": "_These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war ax._ \n**Choosers of the Slain.** Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding savage winged wolves (winter wolves with a fly speed of 80 feet), they visit battlefields to do their master’s will, surrounded by crows and ravens. Valkyries remain invisible during these missions, dispensing Open Game License", "name": "Valkyrie", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "chain mail) or 18 (chain mail with shield", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "fly": 30 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 19, "charisma": 18, "strength_save": 12, "dexterity_save": 12, "constitution_save": 11, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 12, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "frightened", "senses": "truesight 60 ft., passive Perception 18", "languages": "Common, Dwarvish, Giant, and see Gift of Tongues", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Longsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.", "attack_bonus": 8, "damage_dice": "1d8" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.", "attack_bonus": 8, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.", "legendary_actions": [ { "name": "Cast a Cantrip", "desc": "The valkyrie casts one spell from her at-will list." }, { "name": "Spear or Longsword Attack", "desc": "The valkyrie makes one longsword or spear attack." }, { "name": "Harvest the Fallen (Costs 2 Actions)", "desc": "A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example)." } ], "special_abilities": [ { "name": "Asgardian Weapons", "desc": "The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below)." }, { "name": "Cloak of Doom", "desc": "Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will." }, { "name": "Gift of Tongues", "desc": "Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever." }, { "name": "Innate Spellcasting", "desc": "the valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy\n\n5/day each: gentle repose, healing word, warding bond\n\n3/day each: beacon of hope, mass healing word, revivify\n\n1/day each: commune, death ward, freedom of movement, geas" } ], "spell_list": [], "page_no": 396, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_valkyrie/" }, { "slug": "couatl_bf", "desc": "", "name": "Couatl", "size": "medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "", "speed": { "walk": 30, "fly": 90 }, "strength": 16, "dexterity": 20, "constitution": 16, "intelligence": 18, "wisdom": 24, "charisma": 22, "strength_save": 3, "dexterity_save": 5, "constitution_save": 3, "intelligence_save": 4, "wisdom_save": 7, "charisma_save": 6, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Celestial Resilience", "damage_immunities": "psychic", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The couatl makes one Bite attack and one Constrict attack." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d6+5) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 HP, the couatl can choose for the target to be stable but poisoned for 1 hour, even after regaining HP, and is unconscious while poisoned in this way." }, { "name": "Constrict", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the couatl can't Constrict another target." }, { "name": "Healing Hiss (3/Day)", "desc": "The couatl croons a soothing hiss at a creature it can sense within 5 feet of it. The target magically regains 10 (3d6) HP and is freed from any disease or poison." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The couatl magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the couatl's choice). It reverts to its true form if it dies. In a new form, the couatl retains its Celestial Resilience and Inscrutable traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action and the Rainbow Shield reaction. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [ { "name": "Rainbow Shield", "desc": "When a creature the couatl can see within 30 feet of it, including itself, is targeted with an attack, the couatl can interpose a shield of rainbow-hued light between the attacker and the creature. The attacker has disadvantage on the attack roll. If the protected creature hasn't attacked or harmed another creature within the last minute, the attacker's attack misses instead." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Celestial Resilience", "desc": "The couatl is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks." }, { "name": "Inscrutable", "desc": "The couatl is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells or effects, such as scrying or detecting its location, that it refuses. WIS (Insight) checks made to ascertain the couatl's intentions or sincerity have disadvantage." }, { "name": "Magic Resistance", "desc": "The couatl has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The couatl's weapon attacks are magical." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_couatl/" }, { "slug": "deva_bf", "desc": "", "name": "Deva", "size": "medium", "type": "Celestial", "subtype": "Angel", "group": "Angels", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 165, "hit_dice": "", "speed": { "walk": 30, "fly": 90 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 28, "charisma": 28, "strength_save": 4, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": 3, "wisdom_save": 9, "charisma_save": 9, "perception": 19, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Angelic Resilience", "damage_immunities": "Angelic Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The deva makes three Mace attacks." }, { "name": "Mace", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage." }, { "name": "Healing Touch (3/Day)", "desc": "The deva touches another creature. The target magically regains 20 (4d8+2) HP and is freed from any curse, disease, poison, blindness, or deafness." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The deva magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the deva's choice). It reverts to its true form if it dies. In a new form, the deva retains its Angelic Resilience, Angelic Senses, and Immortal Nature traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Angelic Resilience", "desc": "The deva is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions." }, { "name": "Angelic Senses", "desc": "The deva can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated." }, { "name": "Angelic Weapons", "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Immortal Nature", "desc": "The deva doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The deva has advantage on saves against spells and other magical effects." }, { "name": "Reviving Prayer", "desc": "The deva spends 10 minutes praying to its deity for the safe return of the soul of a slain creature. At the end of the prayer, the deva touches a creature that has been dead no more than 24 hours and returns the creature to life with a number of HP equal to half its HP maximum. Reviving Prayer can't return to life a creature that has died of old age, nor can it restore any missing body parts. A creature restored to life in this way can't be returned to life by this deva again for 30 days." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_deva/" }, { "slug": "pegasus_bf", "desc": "", "name": "Pegasus", "size": "large", "type": "Celestial", "subtype": "Animal", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 57, "hit_dice": "", "speed": { "walk": 60, "fly": 90 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 14, "charisma": 12, "strength_save": 4, "dexterity_save": 2, "constitution_save": 3, "intelligence_save": 0, "wisdom_save": 2, "charisma_save": 1, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Celestial Resilience", "damage_immunities": "charmed", "condition_immunities": "", "senses": "-", "languages": "understands Celestial,Common,Elvish,and Sylvan but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The pegasus makes two Hooves attacks." }, { "name": "Hooves", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage." } ], "bonus_actions": [], "reactions": [ { "name": "Catch Rider", "desc": "If the pegasus's rider fails a check or save to remain in the saddle or is subjected to an effect that would dismount it, the pegasus can shift to catch the falling rider, preventing the rider from being dismounted." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Celestial Resilience", "desc": "The pegasus is resistant to radiant damage." }, { "name": "Diving Pounce", "desc": "If the pegasus is flying and moves at least 20 feet straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the pegasus can make one Hooves attack against it as a bonus action." }, { "name": "Magic Resistance", "desc": "The pegasus has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The pegasus's weapon attacks are magical." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_pegasus/" }, { "slug": "planetar_bf", "desc": "", "name": "Planetar", "size": "large", "type": "Celestial", "subtype": "Angel", "group": "Angels", "alignment": "", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 242, "hit_dice": "", "speed": { "walk": 40, "fly": 120 }, "strength": 24, "dexterity": 20, "constitution": 34, "intelligence": 18, "wisdom": 32, "charisma": 32, "strength_save": 7, "dexterity_save": 5, "constitution_save": 12, "intelligence_save": 4, "wisdom_save": 11, "charisma_save": 11, "perception": 21, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Angelic Resilience", "damage_immunities": "Angelic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The planetar makes two Greatsword attacks, or it makes three Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Radiant Bolt attacks hit one creature, the target must succeed on a DC 19 CON save or be blinded until the end of its next turn." }, { "name": "Greatsword", "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6+7) slashing damage plus 31 (7d8) radiant damage." }, { "name": "Radiant Bolt", "desc": "_Ranged Spell Attack:_ +11 to hit, range 60 ft., one target. _Hit:_ 33 (6d8+6) radiant damage." }, { "name": "Radiant Burst (Recharge 6)", "desc": "A pulse of divine power ripples out from the planetar's golden halo. Each hostile creature within 15 feet of the planetar must make a DC 19 DEX save, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 15 feet of the planetar is empowered with divine energy and has advantage on all melee attack rolls it makes before the start of the planetar's next turn." }, { "name": "Healing Touch (4/Day)", "desc": "The planetar touches another creature. The target magically regains 30 (6d8+3) HP and is freed from any curse, disease, poison, blindness, or deafness." }, { "name": "Spellcasting", "desc": "The planetar casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 19).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _daylight_, _raise dead_ (as an action)" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Angelic Resilience", "desc": "The planetar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions." }, { "name": "Angelic Senses", "desc": "The planetar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated." }, { "name": "Angelic Weapons", "desc": "The planetar's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The planetar knows if it hears a lie." }, { "name": "Divine Protection", "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the planetar." }, { "name": "Immortal Nature", "desc": "The planetar doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The planetar has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_planetar/" }, { "slug": "solar_bf", "desc": "", "name": "Solar", "size": "large", "type": "Celestial", "subtype": "Angel", "group": "Angels", "alignment": "", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 306, "hit_dice": "", "speed": { "walk": 50, "fly": 150 }, "strength": 26, "dexterity": 22, "constitution": 26, "intelligence": 38, "wisdom": 38, "charisma": 44, "strength_save": 8, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": 14, "wisdom_save": 14, "charisma_save": 17, "perception": 24, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Angelic Resilience", "damage_immunities": "necrotic,poison,poisoned,Angelic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Multiattack", "desc": "The solar makes three Greatsword or Holy Fire Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Holy Fire Bolt attacks hit one creature, the target must succeed on a DC 22 CON save or be blinded until the end of its next turn." }, { "name": "Greatsword", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage." }, { "name": "Holy Fire Bolt", "desc": "_Ranged Spell Attack:_ +14 to hit, range 60 ft., one target. _Hit:_ 34 (6d8+7) radiant damage plus 14 (4d6) fire damage." }, { "name": "Healing Touch (4/Day)", "desc": "The solar touches another creature. The target magically regains 40 (8d8+4) HP and is freed from any curse, disease, poison, blindness, or deafness." }, { "name": "Spellcasting", "desc": "The solar casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 22).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _greater restoration_, _resurrection_ (as an action)<br>1/day: _holy aura_" } ], "bonus_actions": [ { "name": "Celestial Tactics", "desc": "The solar uses one of the following tactics:\n- **Empower Strikes.** The solar sends divine power into the weapons of up to two friendly creatures it can see within 30 feet of it. Each target has advantage on the next weapon attack roll it makes before the start of the solar's next turn. If that attack hits, the weapon deals an extra 7 (2d6) radiant damage.\n- **Inspire Resolve.** One friendly creature the solar can see within 30 feet of it gains 14 (4d6) temporary HP and becomes immune to the charmed and frightened conditions until the start of the solar's next turn, ending any effect currently causing the target to be charmed or frightened.\n- **Manipulate Battlefield.** The solar commands up to three friendly creatures it can see to reposition themselves on the battlefield. Each target can use a reaction to move up to half its speed in a direction of the solar's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks." } ], "reactions": [], "legendary_desc": "The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Teleport", "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Searing Burst (Costs 2 Actions)", "desc": "The solar emits divine energy. Each creature of its choice within 10 feet of it must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Intimidating Glare (Costs 3 Actions)", "desc": "The solar glares at up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 22 CHA save or be cowed until the end of its next turn. While cowed, a creature's speed is halved, and it can't look at the solar." } ], "special_abilities": [ { "name": "Angelic Resilience", "desc": "The solar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions." }, { "name": "Angelic Senses", "desc": "The solar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated." }, { "name": "Angelic Weapons", "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The solar knows if it hears a lie." }, { "name": "Divine Protection", "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the solar." }, { "name": "Immortal Nature", "desc": "The solar doesn't require food, drink, or sleep." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the solar fails a save, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The solar has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_solar/" }, { "slug": "unicorn_bf", "desc": "", "name": "Unicorn", "size": "large", "type": "Celestial", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 92, "hit_dice": "", "speed": { "walk": 50 }, "strength": 18, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 22, "charisma": 22, "strength_save": 4, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": 0, "wisdom_save": 6, "charisma_save": 6, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Celestial Resilience", "damage_immunities": "poison,charmed,frightened,paralyzed,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Celestial,Elvish,Sylvan,telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks." }, { "name": "Hooves", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage." }, { "name": "Horn", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 10 (3d6) radiant damage." }, { "name": "Horn Bolt", "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 13 (3d6+3) radiant damage." }, { "name": "Unicorn Magic", "desc": "The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability." }, { "name": "Healing Touch (3/Day)", "desc": "The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it." } ], "bonus_actions": [], "reactions": [ { "name": "Shimmering Shield", "desc": "When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack." } ], "legendary_desc": "The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Canter", "desc": "The unicorn moves up to half is speed without provoking opportunity attacks." }, { "name": "Radiant Stomp (Costs 2 Actions)", "desc": "The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." }, { "name": "Heal Self (Costs 3 Actions)", "desc": "The unicorn magically regains 11 (2d8+2) HP." } ], "special_abilities": [ { "name": "Celestial Resilience", "desc": "The unicorn is resistant to radiant damage." }, { "name": "Magic Resistance", "desc": "The unicorn has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The unicorn's weapon attacks are magical." }, { "name": "Sense the Unnatural", "desc": "The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it." }, { "name": "Speak with Beasts and Plants", "desc": "The unicorn can communicate with Beasts and Plants as if they shared a language." }, { "name": "Woodland Walk", "desc": "Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_unicorn/" }, { "slug": "ancienttitan-tob1-2023", "desc": "False", "name": "Ancient Titan", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Neutral Good", "armor_class": 15, "armor_desc": "breastplate", "hit_points": 198, "hit_dice": "12d20 + 72", "speed": { "walk": 30 }, "strength": 27, "dexterity": 13, "constitution": 22, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": { "Athletics": 12, "Intimidation": 9, "Perception": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Common, Giant, Primordial, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The ancient titan can use its Reality-Altering Words. It then makes two Greatsword attacks or three Word of Pain attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 36 (8d6 + 8) slashing damage." }, { "name": "Word of Pain", "desc": "Ranged Spell Attack:+9 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn as pain courses through its body." }, { "name": "Reality-Altering Words", "desc": "The titan speaks a phrase that temporarily reshapes reality around it, warping the terrain, displacing creatures, and disrupting magic. Each creature within 30 feet of the titan must succeed on a DC 17 Dexterity saving throw or be pulled or pushed up to 25 feet toward or away from the titan (the titan's choice) and knocked prone. Instead of pushing or pulling a creature that failed the saving throw, the titan can end one magical effect of its choice of 4th level or lower on that creature. The area then becomes difficult terrain until the start of the titan's next turn. Moving through this difficult terrain doesn't cost the titan extra movement." }, { "name": "Stunning Word (Recharge 5-6)", "desc": "The titan speaks a brief, echoing word of power at up to three creatures it can see within 60 feet of it. Each target must make a DC 17 Constitution saving throw. On a failure, a creature takes 45 (10d8) force damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The ancient titan can breathe air and water." }, { "name": "Magic Resistance", "desc": "The ancient titan has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 361, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ancient-titan/" }, { "slug": "buraq-tob1-2023", "desc": "False", "name": "Buraq", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Lawful Good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d8 + 80", "speed": { "walk": 90, "fly": 60 }, "strength": 15, "dexterity": 18, "constitution": 20, "intelligence": 18, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": 14, "skills": { "History": 8, "Religion": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "False", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 14", "languages": "Celestial, Common, Primordial, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) radiant damage." }, { "name": "Teleport (1/Day)", "desc": "The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." }, { "name": "Spellcasting", "desc": "The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: comprehend languages, detect evil and good, holy aura, pass without trace\n3/day each: haste, longstrider\n1/day each: plane shift, wind walk\nTeleport (1/Day)The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Angelic Weapons", "desc": "The buraq's attacks are magical. When the buraq hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Magic Resistance", "desc": "The buraq has advantage on saving throws against spells and other magical effects." }, { "name": "Night Journey", "desc": "When outdoors at night, the distance of the buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey." }, { "name": "Powerful Steed", "desc": "The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider." } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_buraq/" }, { "slug": "chainedangel-tob1-2023", "desc": "False", "name": "Chained Angel", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 121, "hit_dice": "22d8 + 22", "speed": { "walk": 60, "fly": 30 }, "strength": 18, "dexterity": 16, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": 17, "skills": { "Perception": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "piercing", "damage_immunities": "fire, radiant", "condition_immunities": "charmed, exhaustion", "senses": "darkvision 200 ft., passive Perception 17", "languages": "Celestial, Common, Infernal, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The chained angel makes two Fiery Greatsword attacks." }, { "name": "Fiery Greatsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage." }, { "name": "Fallen Glory (Recharge 5-6)", "desc": "Each creature the chained angel can see within 50 feet of it must make a DC 15 Strength saving throw. On a failure, a creature takes 19 (3d12) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." } ], "bonus_actions": [], "reactions": [ { "name": "Fiendish Cunning", "desc": "When a creature the chained angel can see within 60 feet of it casts a spell that appears on the cleric or paladin spell list, the chained angel can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the chained angel must make the ability check no matter the level of the spell." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Immortal Nature", "desc": "The chained angel doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The chained angel has advantage on saving throws against spells and other magical effects." }, { "name": "Redemption", "desc": "When a creature casts the knock spell on the chained angel's chains, the chains release a blast of unholy flame. The spellcaster must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage and 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. If the spellcaster survives, the chained angel must immediately make a DC 17 Wisdom saving throw. On a success, the angel's chains fall away. It is restored to its senses and the form it had before it was chained, typically a deva. On a failure, the chained angel remains chained for 7 days, and during that time, any further attempts to cast knock on the angel's chains fail." } ], "spell_list": [], "page_no": 18, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_chained-angel/" }, { "slug": "fideleangel-tob1-2023", "desc": "False", "name": "Fidele Angel", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Lawful Good", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "16d8 + 32", "speed": { "walk": 80, "fly": 10 }, "strength": 20, "dexterity": 18, "constitution": 14, "intelligence": 14, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 5, "intelligence_save": 5, "wisdom_save": 6, "charisma_save": 7, "perception": 16, "skills": { "Insight": 6, "Perception": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks", "damage_immunities": "acid, cold", "condition_immunities": "charmed, exhaustion, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Celestial, Common, Infernal, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The fidele angel makes three Longsword or Radiant Bolt attacks. Alternatively, it makes one Beak attack and two Talons attacks." }, { "name": "Longsword (Humanoid or True Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands." }, { "name": "Beak (Bird Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage." }, { "name": "Talons (Bird Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage." }, { "name": "Radiant Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) radiant damage." }, { "name": "To My Lover's Side", "desc": "If its mate is more than 1 mile away from it, the fidele angel can magically teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 10 feet of its mate. The angel can use this action even if its mate is on another plane of existence." }, { "name": "Spellcasting", "desc": "The angel casts one of the following spells, requiring no material components and using Charisma as its spellcasting ability (spell save DC 15):\nAt will: detect evil and good, purify food and drink, spare the dying\n3/day each: bless, cure wounds, daylight" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The fidele angel transforms into a Medium or smaller Humanoid, a Large or smaller birdlike Beast, or back into its true form, which is a winged Celestial. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ever Connected", "desc": "Fidele angels are magically connected. Damage taken by the fidele angel is split evenly between the fidele angel and its paired fidele angel. The angel that was the original target of the attack takes any damage that won't divide evenly. All other effects, such as reducing ability scores or being the target of a bless spell, affect only the target." }, { "name": "Immortal Nature", "desc": "The fidele angel doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The angel has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The angel's weapon attacks are magical." }, { "name": "Unshakeable Fidelity", "desc": "No spell, feature, trait, magic, or other effect can cause a fidele angel to act against or harm its mate or change its love or loyalty toward its mate." } ], "spell_list": [], "page_no": 19, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_fidele-angel/" }, { "slug": "firebird-tob1-2023", "desc": "False", "name": "Firebird", "size": "Small", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Neutral Good", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "16d6 + 32", "speed": { "walk": 60, "fly": 20 }, "strength": 12, "dexterity": 19, "constitution": 14, "intelligence": 16, "wisdom": 15, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 7, "perception": 16, "skills": { "Insight": 4, "Medicine": 4, "Perception": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "truesight 60 ft., passive Perception 16", "languages": "Celestial, Common, Primordial, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The firebird makes one Beak attack and one Talon attack." }, { "name": "Beak", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage." }, { "name": "Talon", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) fire damage." }, { "name": "Blinding Ray (Recharge 5-6)", "desc": "The firebird fires a burning ray of light from its tail feathers in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 17 (5d6) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded." }, { "name": "Healing Feathers (3/Day)", "desc": "The firebird touches another creature, brushing its wings against the creature. The target magically regains 10 (3d6) hp and is freed from any disease, poison, blindness, or deafness." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Enforce Good Deeds", "desc": "A creature that has received assistance, such as healing or a glowing feather, from the firebird must succeed on a DC 15 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from starvation or thirst by alleviating the starvation or thirst." }, { "name": "Fiery Weapons", "desc": "The firebird's weapon attacks are magical. When the firebird hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack)." }, { "name": "Glowing Feathers", "desc": "The firebird sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The firebird can alter the radius as a bonus action. If the firebird willingly gifts a feather to a creature, the feather sheds bright light in a 10-foot radius and dim light for an additional 10 feet indefinitely." }, { "name": "Magic Resistance", "desc": "The firebird has advantage on saving throws against spells and other magical effects." }, { "name": "Warming Presence", "desc": "The firebird and each creature within 5 feet of it are immune to the effects of cold environments, provided the cold is caused by naturally occurring weather and climate. When the firebird is inside a structure, it can choose for this trait to affect all creatures within the structure (no action required), regardless of how close they are to it." } ], "spell_list": [], "page_no": 187, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_firebird/" }, { "slug": "hundun-tob1-2023", "desc": "False", "name": "Hundun", "size": "Large", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Chaotic Good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10 + 54", "speed": { "walk": 40, "fly": 40 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 4, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 8, "perception": 19, "skills": { "Athletics": 9, "Insight": 9, "Perception": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone, stunned, unconscious", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 19", "languages": "understands Celestial and Primordial, but can’t speak intelligibly", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The hundun can use its Motivating Babble. It then makes four Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) radiant damage." }, { "name": "Motivating Babble", "desc": "The hundun babbles incoherently at one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects until the end of its next turn. Roll a d4 to determine which effect happens." }, { "name": "Spellcasting", "desc": "The hundun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: create or destroy water, dancing lights, minor illusion, prestidigitation\n3/day each: black tentacles, fabricate (as an action), irresistible dance\n1/day each: creation (as an action), plant growth" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Inscrutable", "desc": "The hundun is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the hundun's intentions or sincerity have disadvantage." }, { "name": "Magic Resistance", "desc": "The hundun has advantage on saving throws against spells and other magical effects." }, { "name": "Radiant Fists", "desc": "The hundun's Slam attacks are magical. When the hundun hits with a Slam attack, the attack deals an extra 2d6 radiant damage (included in the attack)." } ], "spell_list": [], "page_no": 237, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_hundun/" }, { "slug": "planewatcher-tob1-2023", "desc": "False", "name": "Planewatcher", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 18, "armor_desc": "plate", "hit_points": 136, "hit_dice": "16d8 + 64", "speed": { "walk": 90, "fly": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": 18, "skills": { "Athletics": 8, "Insight": 8, "Perception": 8, "Survival": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "truesight 120 ft., passive Perception 18", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum." }, { "name": "Radiant Lasso", "desc": "Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 22 (4d6 + 4) radiant damage, and the target is grappled (escape DC 16) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is restrained, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it." }, { "name": "Enervating Blast", "desc": "Melee or Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn." }, { "name": "Planar Ultimatum", "desc": "The planewatcher demands one creature grappled by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a DC 17 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the geas spell for 30 days, which compels the creature to return to its home plane as soon as possible." } ], "bonus_actions": [ { "name": "Reel", "desc": "The planewatcher pulls a creature grappled by it up to 25 feet straight toward it." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The planewatcher has advantage on saving throws against spells and other magical effects." }, { "name": "Planar Sense", "desc": "The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it." }, { "name": "Plane Bound", "desc": "The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave." }, { "name": "Word-Bound", "desc": "The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the banishment spell as a bonus action (spell save DC 17) on that creature." } ], "spell_list": [], "page_no": 293, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_planewatcher/" }, { "slug": "ratatosk-tob1-2023", "desc": "False", "name": "Ratatosk", "size": "Tiny", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 14, "armor_desc": "", "hit_points": 42, "hit_dice": "12d4 + 12", "speed": { "walk": 20 }, "strength": 4, "dexterity": 18, "constitution": 12, "intelligence": 17, "wisdom": 10, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 6, "perception": 10, "skills": { "Deception": 6, "Persuasion": 6, "Stealth": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Celestial, Common, telepathy 100 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The ratatosk makes two Gore or Annoying Chitter attacks. It can replace one attack with a use of Divisive Chatter, if available." }, { "name": "Gore", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) psychic damage." }, { "name": "Annoying Chitter", "desc": "Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) psychic damage." }, { "name": "Divisive Chatter (Recharge 5-6)", "desc": "The ratatosk causes division and strife in up to four creatures it can see within 30 feet of it. Each target must succeed on a DC 14 Charisma saving throw or be irritated for 1 minute. While irritated, a creature must spend its action on each of its turns arguing with, complaining about, or otherwise expressing unhappiness toward one of its allies over a trivial matter. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spellcasting", "desc": "The ratatosk casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (save DC 14):\nAt will: animal messenger, message\n3/day each: sending, suggestion\n1/day: commune (as an action)" } ], "bonus_actions": [ { "name": "Skitter", "desc": "The ratatosk takes the Dash, Disengage, or Hide action." } ], "reactions": [ { "name": "Desperate Lies", "desc": "When a creature the ratatosk can see targets it with an attack, the ratatosk tells a lie while pointing to another creature within 5 feet of it. The attacker must succeed on a DC 14 Wisdom saving throw or believe the lie and attack the other creature instead." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The ratatosk has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 301, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ratatosk/" }, { "slug": "sandman-tob1-2023", "desc": "False", "name": "Sandman", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 14, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8 + 33", "speed": { "walk": 40 }, "strength": 11, "dexterity": 19, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 12, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious", "senses": "truesight 60 ft., passive Perception 12", "languages": "Common, Celestial, Umbral, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage. Damage from this attack doesn't wake an unconscious creature, unless the unconscious creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is blinded until it finishes a long rest or until the curse is lifted by remove curse or similar magic." }, { "name": "Encourage Dreams (Recharge 5-6)", "desc": "The sandman encourages powerful dreams in the minds of up to three unconscious creatures it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 (10d6) psychic damage, wakes from its sleep, and is frightened for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 (3d6) hp and can choose to remain unconscious or awaken. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Dreamer's Sand (Recharge 5-6)", "desc": "The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The sandman has advantage on saving throws against spells and other magical effects." }, { "name": "Stuff of Dreams", "desc": "Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit." } ], "spell_list": [], "page_no": 313, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_sandman/" }, { "slug": "skeinwitch-tob1-2023", "desc": "False", "name": "Skein Witch", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 162, "hit_dice": "25d8 +50", "speed": { "walk": 30, "fly": 30 }, "strength": 6, "dexterity": 12, "constitution": 14, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 7, "wisdom_save": 9, "charisma_save": 9, "perception": 23, "skills": { "History": 7, "Insight": 13, "Perception": 13 }, "damage_vulnerabilities": "False", "damage_resistances": "radiant", "damage_immunities": "fire, lightning, psychic", "condition_immunities": "False", "senses": "truesight 60 ft., passive Perception 23", "languages": "Celestial, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest." }, { "name": "Inexorable Thread", "desc": "Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (5d8 + 5) radiant damage." }, { "name": "Destiny Distortion Wave (Recharge 5-6)", "desc": "The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as incapacitated or poisoned, those conditions are randomly redistributed among all the creatures that failed the saving throw." }, { "name": "Bind Fates (1/Day)", "desc": "One creature within 60 feet of the skein witch must succeed on a DC 17 Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or heroes' feast spell or similar magic." } ], "bonus_actions": [ { "name": "Fate's Step", "desc": "The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action." } ], "reactions": [ { "name": "Parry Spell", "desc": "If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fate's Resistance (3/Day)", "desc": "If the skein witch fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The skein witch has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 328, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_skein-witch/" }, { "slug": "templedog-tob1-2023", "desc": "False", "name": "Temple Dog", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Any Good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8 + 30", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 15, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 3, "perception": 15, "skills": { "Perception": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Celestial and Common but can’t speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The temple dog makes two Bite attacks. If both attacks hit a Medium or smaller target, the temple dog sinks in its teeth, shaking its head violently, and the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage and be grappled (escape DC 15). Until this grapple ends, the target is restrained, and temple dog can't Bite another target." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) radiant damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The temple dog has advantage on saving throws against spells and other magical effects." }, { "name": "Protector's Instincts", "desc": "The temple dog has advantage on initiative rolls while in its temple or within 30 feet of a priest of its deity." }, { "name": "Radiant Jaws", "desc": "The temple dog's Bite attacks are magical. When it hits with a Bite attack, the Bite deals an extra 2d6 radiant damage (included in the attack)." }, { "name": "Rushing Bite", "desc": "If the temple dog moves at least 15 feet straight toward a target and then hits it with a Bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the temple dog. If the target is pushed, the temple dog can move up to 10 feet straight toward the target without provoking opportunity attacks." } ], "spell_list": [], "page_no": 359, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_temple-dog/" }, { "slug": "uraeus-tob1-2023", "desc": "False", "name": "Uraeus", "size": "Tiny", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 40, "hit_dice": "9d4 + 18", "speed": { "walk": 60, "fly": 30 }, "strength": 6, "dexterity": 15, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 1, "perception": 14, "skills": { "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "blindsight 10 ft., passive Perception 14", "languages": "understands Celestial and Common but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target takes 3 (1d6) fire damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spit Fire", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 16 (4d6 + 2) fire damage." }, { "name": "Searing Breath (Recharge 5-6)", "desc": "The uraeus exhales a 15-foot cone of fire. Each creature in the area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [ { "name": "Ward Bond", "desc": "The uraeus forms a magical bond with a willing creature within 5 feet of it. While bonded, the uraeus and its ward know the distance and direction to each other and the general state of each other's health, even if the two are on different planes of existence. The bond lasts until the uraeus or its ward dies, until the uraeus ends it as a bonus action, or until the uraeus uses this bonus action to create a bond with another creature." } ], "reactions": [ { "name": "Bonded Savior", "desc": "When the uraeus's bonded ward takes damage, the uraeus prevents the ward from taking the damage and loses hp equal to that amount instead, regardless of the type of damage dealt." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Flyby", "desc": "The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The uraeus has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 373, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_uraeus/" }, { "slug": "valkyrie-tob1-2023", "desc": "False", "name": "Valkyrie", "size": "Medium", "type": "Celestial", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 18, "armor_desc": "chain mail, shield", "hit_points": 150, "hit_dice": "20d8 + 60", "speed": { "walk": 60, "fly": 30 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 19, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 12, "perception": 18, "skills": { "Perception": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning, thunder", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "frightened, poisoned", "senses": "truesight 60 ft., passive Perception 18", "languages": "all, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The valkyrie can use its Gaze of Doom. It then makes two Longsword attacks and one Spear attack, or it makes three Radiant Bolt attacks." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) radiant damage." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 16 (3d10) radiant damage." }, { "name": "Radiant Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 26 (4d10 + 4) radiant damage." }, { "name": "Gaze of Doom", "desc": "The valkyrie's gaze foretells a doomed fate for one creature the valkyrie can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Healing Touch (4/Day)", "desc": "The valkyrie touches another creature. The target magically regains 21 (6d6) hp and is freed from any curse, disease, poison, blindness, or deafness." } ], "bonus_actions": [], "reactions": [ { "name": "Ascension", "desc": "When a friendly creature the valkyrie can see and within its Aura of Valor is reduced to 0 hp while engaged in melee combat, the valkyrie can reincarnate the creature as a gladiator. If the gladiator reduces at least three creatures to 0 hp within 1 minute of its reincarnation, it transforms into an einherjar. The valkyrie can provide ascension to up to two creatures each hour with this reaction." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aura of Valor", "desc": "Friendly creatures wielding weapons within 30 feet of the valkyrie have advantage on weapon attack rolls and ability checks. At the start of each of its turns, the valkyrie can choose to exclude any number of friendly creatures from this aura (no action required)." }, { "name": "Immortal Nature", "desc": "The valkyrie doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The valkyrie has advantage on saving throws against spells and other magical effects." }, { "name": "Radiant Weapons", "desc": "The valkyrie's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 16 (3d10) radiant damage (included in the attack)." } ], "spell_list": [], "page_no": 379, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_valkyrie/" }, { "slug": "akaasit", "desc": "A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future._ \n**Mindless.** The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe. \n**Unknown Origin.** The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit’s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior. \n**Dispersed Destruction.** If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit’s two armblades. \n**Construct Nature.** The akaasit doesn’t require air, food, drink, or sleep.", "name": "Akaasit", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30 }, "strength": 13, "dexterity": 18, "constitution": 14, "intelligence": 3, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "piercing", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 60 ft., passive Perception 10", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The akaasit makes two arm blade attacks." }, { "name": "Arm Blade", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage.", "attack_bonus": 7, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": [ { "name": "Time-Assisted Counterattack", "desc": "The akaasit's awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature's attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit's attack, the creature's attack doesn't hit the akaasit." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The akaasit is immune to any spell or effect that would alter its form." }, { "name": "Unfixed in Time", "desc": "To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn." }, { "name": "Magic Resistance", "desc": "The akaasit has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 11, "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_akaasit/" }, { "slug": "animated-bearskin-rug", "desc": "A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening._ \nAnimated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic. \n**Inn Protection.** Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights. \n**Bearserk.** There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice. \n**Construct Nature.** An animated bearskin rug doesn’t require air, food, drink, or sleep.", "name": "Animated Bearskin Rug", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d10+10", "speed": { "walk": 20 }, "strength": 18, "dexterity": 13, "constitution": 12, "intelligence": 1, "wisdom": 3, "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": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 6", "languages": "—", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+4" }, { "name": "Envelop", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can't envelop another target." }, { "name": "Menacing Roar (Recharge 6)", "desc": "The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Antimagic Susceptibility", "desc": "The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute." }, { "name": "Damage Transfer", "desc": "While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half." }, { "name": "False Appearance", "desc": "While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug." } ], "spell_list": [], "page_no": 24, "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_animated-bearskin-rug/" }, { "slug": "apaxrusl", "desc": "Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._ \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand. \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master. \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer. \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.", "name": "Apaxrusl", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "burrow": 30, "walk": 30 }, "strength": 17, "dexterity": 13, "constitution": 16, "intelligence": 9, "wisdom": 6, "charisma": 7, "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": "thunder", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 8", "languages": "Abyssal and one language of its creator", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d8+3" }, { "name": "Fiery Sands (Recharge 5-6)", "desc": "Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Shifting Sands", "desc": "The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Earth Glide", "desc": "The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through." }, { "name": "Fiendish Construct", "desc": "The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness." } ], "spell_list": [], "page_no": 27, "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_apaxrusl/" }, { "slug": "bearing-golem", "desc": "A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape._ \nMade up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets. \n**Thievish Inspiration.** The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. A later variant used caltrops instead creating the Open Game License", "name": "Bearing Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 9, "dexterity": 18, "constitution": 16, "intelligence": 8, "wisdom": 12, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Steel Shot", "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scattershot (Recharge 5-6)", "desc": "The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ambusher", "desc": "In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised." }, { "name": "False Appearance", "desc": "While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." }, { "name": "Reform", "desc": "If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action." }, { "name": "Scatter", "desc": "As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_bearing-golem/" }, { "slug": "bloodstone-sentinel", "desc": "A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._ \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies. \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores. \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals. \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.", "name": "Bloodstone Sentinel", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "11d10+48", "speed": { "walk": 30 }, "strength": 18, "dexterity": 7, "constitution": 18, "intelligence": 8, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creators but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bloodstone sentinel makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Lure", "desc": "When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt." }, { "name": "Blood Reservoir", "desc": "The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points." } ], "spell_list": [], "page_no": 45, "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_bloodstone-sentinel/" }, { "slug": "caltrop-golem", "desc": "A scattering of metal caltrops coalesces into a constantly shifting humanoid shape._ \nMade up of thousands of caltrops, a caltrop golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal caltrops. \n**Iterative Design** Caltrops golems were developed as a more advanced form of Open Game License", "name": "Caltrop Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 9, "dexterity": 18, "constitution": 16, "intelligence": 8, "wisdom": 12, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Steel Shot", "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scattershot (Recharge 5-6)", "desc": "The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ambusher", "desc": "In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised." }, { "name": "False Appearance", "desc": "While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." }, { "name": "Reform", "desc": "If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action." }, { "name": "Scatter", "desc": "As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area." } ], "spell_list": [], "page_no": 390, "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_caltrop-golem/" }, { "slug": "chronomatic-enhancer", "desc": "A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._ \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.", "name": "Chronomatic Enhancer", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 21, "dexterity": 11, "constitution": 19, "intelligence": 9, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 16", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Time-Infused Gears", "desc": "The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase." } ], "bonus_actions": null, "reactions": [ { "name": "Alter Timeline", "desc": "When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Delay", "desc": "When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed." }, { "name": "Immutable Form", "desc": "The chronomatic enhancer is immune to any spell or effect that would alter its form." } ], "spell_list": [], "page_no": 64, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_chronomatic-enhancer/" }, { "slug": "clockwork-archon", "desc": "The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._ \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy. \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position. \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside. \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.", "name": "Clockwork Archon", "size": "Gargantuan", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 201, "hit_dice": "13d20+65", "speed": { "walk": 30, "hover": true, "fly": 60 }, "strength": 24, "dexterity": 9, "constitution": 20, "intelligence": 7, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork archon makes two attacks with its transforming weapon." }, { "name": "Transforming Weapon", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.", "attack_bonus": 11, "damage_dice": "4d10+7" }, { "name": "Fire from Heaven (Recharge 5-6)", "desc": "The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Armored Transport", "desc": "The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon." }, { "name": "Immutable Form", "desc": "The clockwork archon is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork archon has advantage on saving throws against spells and other magical effects." }, { "name": "Siege Monster", "desc": "The clockwork archon deals double damage to objects and structures." } ], "spell_list": [], "page_no": 65, "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_clockwork-archon/" }, { "slug": "clockwork-leech", "desc": "From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._ \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill. \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes. \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets. \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.", "name": "Clockwork Leech", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30, "swim": 60 }, "strength": 14, "dexterity": 12, "constitution": 17, "intelligence": 3, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "—", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Tail", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d10+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Anesthetizing Bite", "desc": "When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns." }, { "name": "Immutable Form", "desc": "The clockwork leech is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork leech has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 66, "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_clockwork-leech/" }, { "slug": "clockwork-mantis", "desc": "This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites._ \n**Wanted by Gnomes.** The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts. \n**Construct Nature.** The clockwork mantis doesn’t require air, food, drink or sleep.", "name": "Clockwork Mantis", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 68, "hit_dice": "8d10+24", "speed": { "walk": 40 }, "strength": 13, "dexterity": 19, "constitution": 16, "intelligence": 3, "wisdom": 15, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action." }, { "name": "Serrated Blade", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Invisibility", "desc": "The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hobbling Strike", "desc": "When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn." }, { "name": "Immutable Form", "desc": "The clockwork mantis is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork mantis has advantage on saving throws against spells and other magical effects." }, { "name": "Standing Leap", "desc": "The clockwork mantis's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." } ], "spell_list": [], "page_no": 67, "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_clockwork-mantis/" }, { "slug": "clockwork-tiger", "desc": "The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._ \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers. \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards. \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.", "name": "Clockwork Tiger", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d10+30", "speed": { "walk": 40 }, "strength": 18, "dexterity": 16, "constitution": 15, "intelligence": 7, "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": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork tiger makes one bite and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": [ { "name": "Deflecting Leap", "desc": "When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The tiger is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The tiger has advantage on saving throws against spells and other magical effects." }, { "name": "Pounce", "desc": "If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action." }, { "name": "Reactive Guardian", "desc": "The clockwork tiger has two reactions that can be used only for Deflecting Leap." } ], "spell_list": [], "page_no": 68, "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_clockwork-tiger/" }, { "slug": "death-shroud-golem", "desc": "A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it._ \n**Suffocating Automatons.** A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim. \n**Funerary Constructs.** Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn’t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies. \n**Construct Nature.** A death shroud golem doesn’t require air, food, drink, or sleep.", "name": "Death Shroud Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 95, "hit_dice": "10d10+40", "speed": { "fly": 40, "walk": 10, "hover": true }, "strength": 17, "dexterity": 15, "constitution": 18, "intelligence": 3, "wisdom": 10, "charisma": 1, "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": "", "damage_resistances": "cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Smothering Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the golem can automatically hit the target with its smothering slam but can't use its smothering slam on another target.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Direct Victim", "desc": "The death shroud golem forces a creature it is grappling to move up to the creature's speed and make one attack with a melee weapon the creature is holding. If the creature isn't holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack. The grappled creature can use its reaction and isn't considered blinded or restrained when moving and attacking in this way." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fabric Form", "desc": "The golem can move through any opening large enough for a Tiny creature without squeezing." }, { "name": "False Appearance", "desc": "While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 179, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_death-shroud-golem/" }, { "slug": "dragonflesh-golem", "desc": "A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._ \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons. \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need. \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice. \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.", "name": "Dragonflesh Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d10+55", "speed": { "walk": 30 }, "strength": 22, "dexterity": 7, "constitution": 20, "intelligence": 3, "wisdom": 10, "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": "acid, cold, fire, lightning, poison", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6+6" }, { "name": "Terror Stare", "desc": "The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 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 golem's Terror Stare for the next 24 hours." }, { "name": "Elemental Breath (Recharge 5-6)", "desc": "The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 180, "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_dragonflesh-golem/" }, { "slug": "dread-walker-excavator", "desc": "These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._ \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago. \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown. \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt. \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.", "name": "Dread Walker Excavator", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "climb": 30, "walk": 30, "swim": 30 }, "strength": 18, "dexterity": 19, "constitution": 14, "intelligence": 14, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The excavator makes two foreleg attacks." }, { "name": "Foreleg", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Excavation Beam", "desc": "Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.", "attack_bonus": 7, "damage_dice": "5d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arcane Instability", "desc": "When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage." }, { "name": "Spider Climb", "desc": "The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 129, "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_dread-walker-excavator/" }, { "slug": "fabricator", "desc": "A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._ \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary. \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper. \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.", "name": "Fabricator", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "climb": 15, "walk": 30, "swim": 15 }, "strength": 18, "dexterity": 7, "constitution": 20, "intelligence": 15, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "force, poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 16", "languages": "understands Common, Deep Speech, and Draconic but can’t speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The fabricator makes two disassembling slam attacks." }, { "name": "Disassembling Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.", "attack_bonus": 8, "damage_dice": "2d10+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Assemble", "desc": "With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials." }, { "name": "Dismantling Form", "desc": "A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. 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 once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active." } ], "spell_list": [], "page_no": 138, "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_fabricator/" }, { "slug": "greed-swarm", "desc": "The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its ever-expanding mass._ \nLocated in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion.// \n**Bad Penny.** The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground. \n**All that Glitters.** The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms. \n**Construct Nature.** The greed swarm doesn’t require air, food, drink, or sleep.", "name": "Greed Swarm", "size": "Medium", "type": "Construct", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 22, "hit_dice": "4d8+4", "speed": { "fly": 40, "walk": 0, "hover": true }, "strength": 6, "dexterity": 16, "constitution": 12, "intelligence": 1, "wisdom": 9, "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": "force", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 9", "languages": "—", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Coin Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.", "attack_bonus": 5, "damage_dice": "4d4" }, { "name": "Coin Barrage", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Gather (1/Day)", "desc": "The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Antimagic Susceptibility", "desc": "The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute." }, { "name": "Deafening Clatter", "desc": "A creature in the swarm's space is deafened." }, { "name": "False Appearance", "desc": "While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny object. Except for Gather, the swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 184, "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_greed-swarm/" }, { "slug": "harbinger-of-wrath", "desc": "Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._ \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle. \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem. \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.", "name": "Harbinger of Wrath", "size": "Gargantuan", "type": "Construct", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 297, "hit_dice": "18d20+108", "speed": { "walk": 50 }, "strength": 28, "dexterity": 8, "constitution": 22, "intelligence": 5, "wisdom": 11, "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": "", "damage_resistances": "acid, lightning, necrotic", "damage_immunities": "cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The harbinger of wrath makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.", "attack_bonus": 15, "damage_dice": "6d8+9" }, { "name": "Impale", "desc": "The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement." }, { "name": "Drain Life (Recharge 5-6)", "desc": "The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt." }, { "name": "Spike Volley (Recharge 5-6)", "desc": "The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Adamantine Weapons", "desc": "The harbinger's weapon attacks are adamantine and magical." }, { "name": "Immutable Form", "desc": "The harbinger is immune to any spell or effect that would alter its form." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the harbinger fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The harbinger has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 193, "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_harbinger-of-wrath/" }, { "slug": "kobold-war-machine", "desc": "A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine’s engines._ \nInspired by the sight of a fearsome Open Game License", "name": "Kobold War Machine", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 25 }, "strength": 21, "dexterity": 14, "constitution": 19, "intelligence": 2, "wisdom": 7, "charisma": 1, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious", "senses": "darkvision 60 ft., passive Perception 8", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The kobold war machine makes two spiked wheel attacks. Alternatively, it can make three spit fire attacks." }, { "name": "Spiked Wheel", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "2d10+6" }, { "name": "Spit Fire", "desc": "Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.", "attack_bonus": 6, "damage_dice": "4d6" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The kobold war machine is immune to any spell or effect that would alter its form." }, { "name": "Operators", "desc": "The kobold war machine can either take an action or move up to its speed each turn, not both. The war machine can hold up to three Small operators. If it has at least one operator, it can move and act normally as long as the operator spends its entire turn operating the war machine. When it has more than one operator, it has additional traits as long as the additional operators spend their entire turns operating the war machine.\n\nIf a creature scores a critical hit against the kobold war machine, the creature can target one of the operators with the attack instead. Otherwise, the operators can't be targeted and are immune to damage while operating the kobold war machine." }, { "name": "Ram Them! (Two or More Operators)", "desc": "If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone." }, { "name": "Siege Monster", "desc": "The kobold war machine deals double damage to objects and structures." }, { "name": "That Way! (Three or More Operators)", "desc": "The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 233, "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_kobold-war-machine/" }, { "slug": "locksmith", "desc": "The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves._ \n**Call the Locksmith.** These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind. \n**Professional Rivalry.** Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of another locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge. \n**Key Features.** Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys. \n**Construct Nature.** The locksmith doesn’t require air, food, drink, or sleep.", "name": "Locksmith", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 40 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 16, "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": { "insight": 4, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 90 ft., passive Perception 10", "languages": "Common", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The locksmith makes two key blade attacks." }, { "name": "Key Blade", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "3d8+5" }, { "name": "Acid Wash (Recharge 5-6)", "desc": "The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Expert Lockpicker", "desc": "The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves' tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps." }, { "name": "Innate Spellcasting", "desc": "The locksmith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: mending\n3/day each: arcane lock, knock\n1/day: forcecage" } ], "spell_list": [], "page_no": 240, "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_locksmith/" }, { "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": "onyx-magistrate", "desc": "This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair._ \n**Grand Sculptures.** Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment. \n**Judge, Jury, and Executioner.** Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a Open Game License", "name": "Onyx Magistrate", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "fly": 30, "walk": 0, "hover": true }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": { "insight": 8, "intimidation": 8, "perception": 8, "persuasion": 8, "religion": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, psychic", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice." }, { "name": "Scepter", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "2d10+4" }, { "name": "Necrotic Ray", "desc": "Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.", "attack_bonus": 8, "damage_dice": "3d8+4" }, { "name": "Dire Judgement (1/Day)", "desc": "Each creature of the onyx magistrate's choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can't regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic." } ], "bonus_actions": null, "reactions": [ { "name": "Tip the Scales (Recharge 5-6)", "desc": "The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The onyx magistrate is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The onyx magistrate has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The onyx magistrate's weapon attacks are magical." } ], "spell_list": [], "page_no": 276, "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_onyx-magistrate/" }, { "slug": "repository", "desc": "A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._ \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities. \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies. \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane. \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.", "name": "Repository", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 16, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "all", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The repository makes two slash attacks." }, { "name": "Slash", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Language Lash (Recharge 5-6)", "desc": "The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The repository is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The repository has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The repository's weapon attacks are magical." }, { "name": "Self-Destruct", "desc": "If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one." } ], "spell_list": [], "page_no": 306, "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_repository/" }, { "slug": "righteous-sentinel", "desc": "Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. It holds up its reflective shield, a disc-like extension of its metallic forearm._ \nTreasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face-to-face with a righteous sentinel, eager to repel them. \n**Keepers of Horror.** Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within. \n**Abhors Violence.** Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature’s soul back toward it, which is often enough to horrify even the most evil of monsters. \n**Construct Nature.** The righteous sentinel does not require air, food, drink, or sleep.", "name": "Righteous Sentinel", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "11d10+44", "speed": { "walk": 30 }, "strength": 21, "dexterity": 10, "constitution": 18, "intelligence": 8, "wisdom": 11, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Celestial, Common", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The righteous sentinel makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d10+5" }, { "name": "Warp Reflection (Recharge 6)", "desc": "The righteous sentinel points its shield at a creature within 30 feet of it. If the target can see the sentinel's shield, the target must make a DC 15 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. An evil-aligned target has disadvantage on this saving throw. At the start of each of the frightened creature's turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": [ { "name": "Reflective Retribution", "desc": "The sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the sentinel must see the attacker. If the attack misses, the attacker takes 11 (2d10) psychic damage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The sentinel is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The sentinel has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The sentinel's weapon attacks are magical." }, { "name": "Reflective Aggression", "desc": "The sentinel has disadvantage on attack rolls against creatures that haven't hit it within the last minute. In addition, it has advantage on attack rolls against a creature if the creature dealt damage to it in the previous round." }, { "name": "Spell-Deflecting Mirror", "desc": "Any time the sentinel is targeted by a ranged spell attack roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target." } ], "spell_list": [], "page_no": 307, "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_righteous-sentinel/" }, { "slug": "runeswarm", "desc": "A cloud of inky runes churns as some of the markings illuminate briefly._ \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings. \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.", "name": "Runeswarm", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": null, "hit_points": 150, "hit_dice": "20d10+40", "speed": { "walk": 0, "fly": 60 }, "strength": 3, "dexterity": 20, "constitution": 15, "intelligence": 2, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The runeswarm can use Runecast. It then makes two cutting runes attacks." }, { "name": "Cutting Runes", "desc": "Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.", "attack_bonus": 11, "damage_dice": "6d4" }, { "name": "Runecast", "desc": "The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The runeswarm has advantage on saving throws against spells and other magical effects." }, { "name": "Swarm", "desc": "The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 310, "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_runeswarm/" }, { "slug": "tetomatli", "desc": "", "name": "Tetomatli", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 18, "intelligence": 5, "wisdom": 11, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 8, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic;", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "tremorsense 90 ft. (blind beyond this radius), passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The tetomatli makes one head slam attack and one wing buffet attack." }, { "name": "Head Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.", "attack_bonus": 8, "damage_dice": "3d10+5" }, { "name": "Wing Buffet", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Tremor (Recharge 6)", "desc": "The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Diving Head Slam", "desc": "If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available." }, { "name": "Heavy Flier", "desc": "The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage." }, { "name": "Magic Resistance", "desc": "The tetomatli has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The tetomatli's weapon attacks are magical." }, { "name": "Siege Monster", "desc": "The tetomatli deals double damage to objects and structures." } ], "spell_list": [], "page_no": 345, "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_tetomatli/" }, { "slug": "thornheart-guardian", "desc": "A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods._ \nThornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of Open Game License", "name": "Thornheart Guardian", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 30 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 7, "wisdom": 14, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip." }, { "name": "Barbed Greatsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage." }, { "name": "Thorny Whip", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, the guardian can automatically hit the target with its thorny whip, and the guardian can't make thorny whip attacks against other targets.", "attack_bonus": 8, "damage_dice": "2d6+4" }, { "name": "Grasp of the Briar (Recharge 5-6)", "desc": "The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn't cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The thornheart guardian is immune to any spell or effect that would alter its form" }, { "name": "Magic Resistance", "desc": "The thornheart guardian has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The thornheart guardian's weapon attacks are magical" }, { "name": "Woodland Walk", "desc": "Difficult terrain composed of nonmagical plants doesn't cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." } ], "spell_list": [], "page_no": 346, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_thornheart-guardian/" }, { "slug": "vine-golem", "desc": "A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._ \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems. \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator. \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.", "name": "Vine Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 67, "hit_dice": "9d8+27", "speed": { "climb": 30, "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 17, "intelligence": 6, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "slashing", "damage_resistances": "bludgeoning and piercing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The vine golem makes two thorned vine attacks." }, { "name": "Thorned Vine", "desc": "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Thorned Embrace", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.", "attack_bonus": 6, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bound", "desc": "The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction." }, { "name": "Creator's Eyes and Ears", "desc": "As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master." }, { "name": "Immutable Form", "desc": "The vine golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The vine golem has advantage on saving throws against spells and other magical effects." }, { "name": "Plant Camouflage", "desc": "The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vine-golem/" } ] }