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=25
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=type&page=26", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=type&page=24", "results": [ { "slug": "young-blue-dragon", "desc": "", "name": "Young Blue Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Blue Dragon", "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 40, "burrow": 40, "fly": 80 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 14, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 4, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 9, "skills": { "perception": 9, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.", "attack_bonus": 9, "damage_dice": "2d10+1d10", "damage_bonus": 5 }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6", "damage_bonus": 5 }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "10d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 283, "environments": [ "Desert", "Coastal" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-blue-dragon/" }, { "slug": "young-brass-dragon", "desc": "", "name": "Young Brass Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Brass Dragon", "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "walk": 40, "burrow": 20, "fly": 80 }, "strength": 19, "dexterity": 10, "constitution": 17, "intelligence": 12, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": 3, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 5, "perception": 6, "skills": { "perception": 6, "persuasion": 5, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16", "languages": "Common, Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d10", "damage_bonus": 4 }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.", "attack_bonus": 0, "damage_dice": "12d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 292, "environments": [ "Desert", "Volcano", "Any" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-brass-dragon/" }, { "slug": "young-bronze-dragon", "desc": "", "name": "Young Bronze Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Bronze Dragon", "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 14, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": 7, "skills": { "insight": 4, "perception": 7, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10", "damage_bonus": 5 }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6", "damage_bonus": 5 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.", "attack_bonus": 0, "damage_dice": "10d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 295, "environments": [ "Desert", "Coastal" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-bronze-dragon/" }, { "slug": "young-copper-dragon", "desc": "", "name": "Young Copper Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Copper Dragon", "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d10+42", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 16, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 7, "skills": { "deception": 5, "perception": 7, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d10", "damage_bonus": 4 }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.\n**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 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 creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.", "attack_bonus": 0, "damage_dice": "9d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 297, "environments": [ "Hill" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-copper-dragon/" }, { "slug": "young-gold-dragon", "desc": "", "name": "Young Gold Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Gold Dragon", "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10+85", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 23, "dexterity": 14, "constitution": 21, "intelligence": 16, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 9, "perception": 9, "skills": { "insight": 5, "perception": 9, "persuasion": 9, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10", "damage_bonus": 6 }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6", "damage_bonus": 6 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.", "attack_bonus": 0, "damage_dice": "10d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 300, "environments": [ "Forest", "Grassland" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-gold-dragon/" }, { "slug": "young-green-dragon", "desc": "", "name": "Young Green Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Green Dragon", "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 16, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 7, "skills": { "deception": 5, "perception": 7, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 7, "damage_dice": "2d10+2d6", "damage_bonus": 4 }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "12d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 285, "environments": [ "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-green-dragon/" }, { "slug": "young-red-dragon", "desc": "", "name": "Young Red Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Red Dragon", "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10+85", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 23, "dexterity": 10, "constitution": 21, "intelligence": 14, "wisdom": 11, "charisma": 19, "strength_save": null, "dexterity_save": 4, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 8, "perception": 8, "skills": { "perception": 8, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18", "languages": "Common, Draconic", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.", "attack_bonus": 10, "damage_dice": "2d10+1d6", "damage_bonus": 6 }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6", "damage_bonus": 6 }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "16d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 288, "environments": [ "Hill", "Mountain" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-red-dragon/" }, { "slug": "young-silver-dragon", "desc": "", "name": "Young Silver Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Silver Dragon", "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d10+80", "speed": { "walk": 40, "fly": 80 }, "strength": 23, "dexterity": 10, "constitution": 21, "intelligence": 14, "wisdom": 11, "charisma": 19, "strength_save": null, "dexterity_save": 4, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 8, "perception": 8, "skills": { "arcana": 6, "history": 6, "perception": 8, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18", "languages": "Common, Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10", "damage_bonus": 6 }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6", "damage_bonus": 6 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.\n**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 0, "damage_dice": "12d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 303, "environments": [ "Urban", "Mountain" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-silver-dragon/" }, { "slug": "young-white-dragon", "desc": "", "name": "Young White Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "White Dragon", "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 40, "burrow": 20, "fly": 80, "swim": 40 }, "strength": 18, "dexterity": 10, "constitution": 18, "intelligence": 6, "wisdom": 11, "charisma": 12, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 6, "skills": { "perception": 6, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16", "languages": "Common, Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.", "attack_bonus": 7, "damage_dice": "2d10+1d8", "damage_bonus": 4 }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "10d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ice Walk", "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." } ], "spell_list": [], "page_no": 290, "environments": [ "Arctic" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-white-dragon/" }, { "slug": "adult-boreal-dragon", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Adult Boreal Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 212, "hit_dice": "17d12+102", "speed": { "fly": 80, "walk": 40, "swim": 30 }, "strength": 25, "dexterity": 10, "constitution": 23, "intelligence": 15, "wisdom": 17, "charisma": 16, "strength_save": null, "dexterity_save": 6, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 15, "skills": { "athletics": 13, "perception": 15, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23", "languages": "Draconic, Giant", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10+8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6+8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8+8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it 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 dragon's Frightful Presence for the next 24 hours." }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 143, "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_adult-boreal-dragon/" }, { "slug": "adult-imperial-dragon", "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._ \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License", "name": "Adult Imperial Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 297, "hit_dice": "22d12+154", "speed": { "fly": 80, "walk": 40, "swim": 40 }, "strength": 27, "dexterity": 12, "constitution": 25, "intelligence": 18, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 13, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 10, "perception": 15, "skills": { "arcana": 10, "history": 10, "insight": 9, "perception": 15, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 25", "languages": "all", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 14, "damage_dice": "2d10+8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.", "attack_bonus": 14, "damage_dice": "2d6+8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 14, "damage_dice": "2d8+8" }, { "name": "Mesmerizing Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become charmed by the dragon 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 dragon's Mesmerizing Presence for the next 24 hours." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one." }, { "name": "Change Shape", "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\n\nThe dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Truespeak", "desc": "The dragon can communicate with any living creature as if they shared a language." }, { "name": "Innate Spellcasting", "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components.\nAt will: fog cloud\n3/day each: control water, gust of wind, stinking cloud\n1/day each: cloudkill, control weather" } ], "spell_list": [], "page_no": 117, "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_adult-imperial-dragon/" }, { "slug": "ancient-boreal-dragon", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Ancient Boreal Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 407, "hit_dice": "22d20+176", "speed": { "walk": 40, "fly": 80, "swim": 30 }, "strength": 29, "dexterity": 10, "constitution": 27, "intelligence": 17, "wisdom": 19, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 11, "perception": 18, "skills": { "athletics": 16, "perception": 18, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 28", "languages": "Draconic, Giant", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.", "attack_bonus": 16, "damage_dice": "2d10+9" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d6+9" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8+9" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 dragon's Frightful Presence for the next 24 hours." }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 90-foot cone of superheated air filled with blue-white embers. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Ember Wreath (1/Day)", "desc": "As a bonus action, the boreal dragon wreathes its body in searing blue and white embers. The embers last for 1 minute or until the dragon uses its breath weapon. A creature that enters or starts its turn in a space within 30 feet of the dragon must make a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion as the water is sapped from its body by the unrelenting heat." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 143, "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_ancient-boreal-dragon/" }, { "slug": "ancient-imperial-dragon", "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._ \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License", "name": "Ancient Imperial Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 546, "hit_dice": "28d20+252", "speed": { "swim": 40, "walk": 40, "fly": 80 }, "strength": 30, "dexterity": 12, "constitution": 29, "intelligence": 20, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": 17, "intelligence_save": null, "wisdom_save": 12, "charisma_save": 13, "perception": 20, "skills": { "arcana": 13, "history": 13, "insight": 12, "perception": 20, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 30", "languages": "all", "challenge_rating": "26", "cr": 26.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.", "attack_bonus": 18, "damage_dice": "2d10+10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.", "attack_bonus": 18, "damage_dice": "2d6+10" }, { "name": "Tail", "desc": "Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.", "attack_bonus": 18, "damage_dice": "2d8+10" }, { "name": "Mesmerizing Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become charmed by the dragon 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 dragon's Mesmerizing Presence for the next 24 hours." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one." }, { "name": "Change Shape", "desc": "The imperial dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\n\nThe dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Truespeak", "desc": "The dragon can communicate with any living creature as if they shared a language." }, { "name": "Innate Spellcasting", "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components.\nAt will: control water, fog cloud, gust of wind, stinking cloud\n3/day each: cloudkill, control weather\n1/day each: legend lore, storm of vengeance" } ], "spell_list": [], "page_no": 117, "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_ancient-imperial-dragon/" }, { "slug": "boreal-dragon-wyrmling", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Boreal Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30, "fly": 60, "swim": 20 }, "strength": 17, "dexterity": 10, "constitution": 15, "intelligence": 11, "wisdom": 13, "charisma": 12, "strength_save": null, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 3, "perception": 5, "skills": { "athletics": 5, "perception": 5, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 15", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d10+3" }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 15-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) 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": null, "spell_list": [], "page_no": 113, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_boreal-dragon-wyrmling/" }, { "slug": "cave-drake", "desc": "Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below._ \nHighly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey. \n**Patient Predator.** An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature’s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake. \n**Solitary Hunter.** The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or in other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season, when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out. \n**Hoards.** Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.", "name": "Cave Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "climb": 30, "walk": 30 }, "strength": 17, "dexterity": 14, "constitution": 18, "intelligence": 6, "wisdom": 13, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 90 ft., passive Perception 13", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The cave drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d8+3" }, { "name": "Blinding Spit (Recharge 5-6)", "desc": "Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ambusher", "desc": "In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised." }, { "name": "Keen Smell", "desc": "The cave drake has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Spider Climb", "desc": "The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Stone Camouflage", "desc": "The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain." } ], "spell_list": [], "page_no": 55, "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_cave-drake/" }, { "slug": "diminution-drake", "desc": "The diminution drake removes its stinger from its prey, watching them shrink to one-foot-tall. It then flings its spaghetti-like tongue around the pint-sized victim and engulfs it in one swift motion._ \nThis draconic hunter can shrink or grow from a cat-sized to a person-sized drake. Diminution drakes resemble dragons with a long, tubular snouts. Their eyes have red pupils that continually contract from wide spheres to tiny dots and back again. They have subpar vision and hearing but an extraordinary sense of smell. \n**Shrinking Hunter.** The diminution drake uses the shrinking properties of its toxic breath weapon and stinger to reduce the size of its prey. Once a creature has been reduced in size, the drake uses its spaghetti-like tongue to swallow its prey. \n**Hunters of Sport.** Diminution drakes can live off of rodents and small animals, but they find great satisfaction in hunting, diminishing, and devouring larger prey. The gut of the drake can digest anything, and digesting a shrunken, armored adventurer is of no consequence. The drake is a cunning hunter, often hiding as a tiny creature to set up ambushes.", "name": "Diminution Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 71, "hit_dice": "13d8+13", "speed": { "fly": 60, "walk": 30 }, "strength": 14, "dexterity": 18, "constitution": 12, "intelligence": 6, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": 7, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 4, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, poisoned", "senses": "blindsight 30 ft., passive Perception 17", "languages": "understands Common and Draconic but can’t speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes two claw attacks and one stinger attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage", "attack_bonus": 7, "damage_dice": "2d6+3" }, { "name": "In One Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one Tiny target. Hit: The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the drake. While swallowed, the target's hit points are reduced to 0, and it is stable. If a creature remains swallowed for 1 minute, it dies.\n\nWhile it has a creature swallowed, the diminution drake can't reduce its size below Medium. If the diminution drake dies, a swallowed creature's hit points return to the amount it had before it was swallowed, and the creature falls prone in an unoccupied space within 5 feet of the drake." }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or have its size reduced by one category until it completes a short or long rest. This attack can reduce a creature's size to no smaller than Tiny.", "attack_bonus": 7, "damage_dice": "1d4+4" }, { "name": "Shrinking Breath (Recharge 5-6)", "desc": "The drake exhales poison in a 15-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) poison damage and its size is reduced by one category until it completes a short or long rest. On a success, it takes half the damage and isn't reduced in size. This breath can reduce a creature's size to no smaller than Tiny." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Change Scale", "desc": "As a bonus action, the drake can change its size to Tiny or Small for 1 minute. While its size is reduced, it can't use In One Bite, and it has advantage on stinger attacks made against creatures larger than it. It can end this effect early as a bonus action." }, { "name": "Keen Smell", "desc": "The diminution drake has advantage on Wisdom (Perception) checks that rely on smell." } ], "spell_list": [], "page_no": 121, "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_diminution-drake/" }, { "slug": "felid-dragon", "desc": "The tiger rises from its slumber, stretching its draconic wings. Light glints off its backswept horns as it roars its deafening challenge at intruders._ \n**Treasure Hoard.** Similar to other dragons, felid dragons are treasure hoarders with an eye for shiny and sparkly things. They sometimes align themselves with those who are trying to do good in the world, though their motivation is typically selfish and focused on obtaining treasure. \n**Curious and Playful.** Like most cats, felid dragons are naturally curious and often put themselves in danger just to learn more about the world. They like to play with their prey, allowing it to live a little longer than necessary before knocking it down again for their own entertainment. This behavior is unavoidably instinctual and even the most austere felid dragons succumb to it.", "name": "Felid Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": null, "hit_points": 275, "hit_dice": "22d12+132", "speed": { "walk": 40, "fly": 80 }, "strength": 18, "dexterity": 26, "constitution": 23, "intelligence": 16, "wisdom": 17, "charisma": 19, "strength_save": 10, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 10, "perception": 9, "skills": { "acrobatics": 14, "perception": 9, "stealth": 16 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, prone", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "The felid dragon can use its Deafening Roar. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 14, "damage_dice": "2d10+8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and, if the target is a creature other than an undead or a construct, it must succeed on a DC 20 Constitution saving throw or take 2 (1d4) slashing damage at the start of each of its turns as a piece of the claw breaks off in the wound. Each time the dragon hits the target with this attack, the damage dealt by the wound each round increases by 3 (1d6). Any creature can take an action to remove the claw with a successful DC 16 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing.", "attack_bonus": 14, "damage_dice": "2d6+8" }, { "name": "Deafening Roar", "desc": "Each creature within 60 feet of the dragon and that can hear it must succeed on a DC 18 Constitution saving throw or be deafened 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 dragon's Deafening Roar for the next 24 hours." }, { "name": "Sickening Bile (Recharge 5-6)", "desc": "The dragon coughs up partially digested food and slimy bile in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failure, a creature takes 70 (20d6) poison damage and is coated in bile. On a success, a creature takes half the damage and isn't coated in bile. While coated in bile, a creature is poisoned. A creature, including the target coated in bile, can use its action to remove the bile, ending the poisoned condition." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The felid dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Keen Smell", "desc": "The felid dragon has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Magic Resistance", "desc": "The felid dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Pounce", "desc": "If the felid dragon 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 20 Strength saving throw or be knocked prone. If the target is prone, the felid dragon can make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 143, "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_felid-dragon/" }, { "slug": "hoard-drake", "desc": "A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._ \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs. \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.", "name": "Hoard Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 18, "dexterity": 7, "constitution": 20, "intelligence": 16, "wisdom": 10, "charisma": 12, "strength_save": 7, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 6, "history": 6, "nature": 6, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hoard drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6+4" }, { "name": "Midas Breath (Recharge 6)", "desc": "The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Miser's Fury", "desc": "The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard." }, { "name": "Treasure Sense", "desc": "A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical." } ], "spell_list": [], "page_no": 258, "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_hoard-drake/" }, { "slug": "hoarfrost-drake", "desc": "This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. When the dragon exhales, its breath covers everything in a patina of frost._ \n**White Dragon Servants.** Hoarfrost drakes share territory with Open Game License", "name": "Hoarfrost Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "fly": 30, "walk": 20 }, "strength": 9, "dexterity": 15, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The hoarfrost drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Cloud of Riming Ice (Recharge 5-6)", "desc": "The hoarfrost drake creates a cloud of freezing fog that rimes everything in frost. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, the target takes 14 (4d6) cold damage and must succeed on a DC 12 Dexterity saving throw or drop whatever it's holding. On a success, the target takes half the damage and doesn't drop what it's holding.\n\nThe area becomes difficult terrain until the end of the hoarfrost drake's next turn. A creature that enters the area or ends its turn there must succeed on a DC 14 Dexterity saving throw or fall prone." } ], "bonus_actions": null, "reactions": [ { "name": "Retaliatory Slip", "desc": "When a creature grapples the drake, the drake can immediately attempt to escape. If it succeeds, it can make a bite attack against the creature that grappled it." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ice Walk", "desc": "The hoarfrost drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Icy Scales", "desc": "The hoarfrost drake has advantage on ability checks and saving throws made to escape a grapple." } ], "spell_list": [], "page_no": 123, "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_hoarfrost-drake/" }, { "slug": "imperial-dragon-wyrmling", "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._ \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License", "name": "Imperial Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 14, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 3, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 5, "skills": { "insight": 3, "perception": 5, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 15", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning 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": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Innate Spellcasting (1/Day)", "desc": "The dragon can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 117, "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_imperial-dragon-wyrmling/" }, { "slug": "kelp-drake", "desc": "The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws._ \n**Avarice and Opportunity.** Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects. \n**Drawn to Disaster.** Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like Open Game License", "name": "Kelp Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "swim": 50, "walk": 20 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 7, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 6, "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Deathroll", "desc": "The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water." }, { "name": "Binding Bile (Recharge 6)", "desc": "The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aggressive", "desc": "As a bonus action, the drake can move up to its speed toward a hostile creature that it can see." }, { "name": "Limited Amphibiousness", "desc": "The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation." } ], "spell_list": [], "page_no": 227, "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_kelp-drake/" }, { "slug": "keyhole-dragonette", "desc": "A wingless reptile with a long, lithe body and short, powerful legs scurries down an alley after a rat. Its pointed snout darts into the hole where its prey disappeared._ \nThe keyhole dragonette is a small, wingless dragon with flexible bands of large, overlapping scales, a pointed snout, and a wide, flat tail. \n**Urban Exterminators.** Keyhole dragonettes were magically bred to be adept at entering closed-off or hard-to-reach places. Their original purpose was to seek out and destroy nests of rats and other city-dwelling vermin, but they regularly find themselves employed as living lockpicks. Their sensitivity to vibrations helps them find prey no matter where it is hidden, and their long, deft tongues enable them to pick even the most complex of locks. Dragonettes have difficulty delineating between pests and pets, and they sometimes consume the furry companions of the people whose homes they are ridding of vermin. \n**Big Eaters.** Belying their small frames, keyhole dragonettes have voracious appetites and can consume a variety of foods. Aside from meat, they enjoy fruits, nuts, and vegetables. Keyhole dragonettes with easy access to sugary foods often develop a sweet tooth. \n**Loyal Companions.** Guards, wilderness scouts, and rogues of all types often see the value in taking a keyhole dragonette as a companion. Young dragonettes are easy to train and eagerly bond with people, quickly becoming steadfast friends with their caretakers. If the person a dragonette has bonded to dies or leaves, the dragonette becomes despondent. The depression can last for years if something doesn’t occur to lift the creature’s spirits.", "name": "Keyhole Dragonette", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 27, "hit_dice": "6d4+12", "speed": { "climb": 20, "walk": 30 }, "strength": 12, "dexterity": 15, "constitution": 14, "intelligence": 7, "wisdom": 10, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Scale Slash", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Soporific Breath (Recharge 5-6)", "desc": "The dragonette exhales a cloud of sleep gas in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Compress", "desc": "The dragonette can squeeze through a space as narrow as 1 inch wide." }, { "name": "Leaping Withdraw", "desc": "The dragonette's long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start. If the dragonette leaps out of a creature's reach, it doesn't provoke opportunity attacks." }, { "name": "Tongue Pick", "desc": "The dragonette can use its tongue to pick locks and disarm traps, as if its tongue was a set of thieves' tools. It is proficient in using its tongue in this way." }, { "name": "Vermin Hunter", "desc": "Swarms of beasts don't have resistance to piercing and slashing damage from the dragonette. In addition, as a bonus action, the dragonette can use Scale Slash against a swarm of beasts occupying its space." } ], "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_keyhole-dragonette/" }, { "slug": "light-drake", "desc": "The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._ \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides. \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure. \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License", "name": "Light Drake", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 13, "armor_desc": null, "hit_points": 24, "hit_dice": "7d4+7", "speed": { "fly": 60, "walk": 20, "hover": true }, "strength": 7, "dexterity": 16, "constitution": 13, "intelligence": 8, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 5, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Breath Weapon (Recharge 6)", "desc": "A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution 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": "Reflective Scales", "desc": "When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight." }, { "name": "Innate Spellcasting", "desc": "The light drake's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire" } ], "spell_list": [], "page_no": 231, "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_light-drake/" }, { "slug": "liminal-drake", "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._ \n**Void Dragon Offspring.** When an Open Game License", "name": "Liminal Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": null, "hit_points": 204, "hit_dice": "24d10+72", "speed": { "fly": 80, "walk": 0, "hover": true }, "strength": 7, "dexterity": 24, "constitution": 16, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 9, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The liminal drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.", "attack_bonus": 12, "damage_dice": "2d10+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.", "attack_bonus": 12, "damage_dice": "2d6+3" }, { "name": "Stellar Breath (Recharge 5-6)", "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one." }, { "name": "Warp Space", "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The drake can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Nauseating Luminance", "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save." }, { "name": "Void Dweller", "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time." } ], "spell_list": [], "page_no": 107, "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_liminal-drake/" }, { "slug": "sanddrift-drake", "desc": "The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey._ \nFound in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands. \n**Burrowing Hunter.** The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey. \n**Paralytic Poison.** The drake’s bite holds a paralytic poison, which it uses to separate its prey from a group or herd.", "name": "Sanddrift Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "climb": 20, "walk": 40, "burrow": 40 }, "strength": 13, "dexterity": 19, "constitution": 17, "intelligence": 7, "wisdom": 15, "charisma": 7, "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, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "fire", "condition_immunities": "blinded", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 15", "languages": "Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is halved for 1 minute. If the target's speed is already halved and it fails the saving throw, it is paralyzed for 1 minute instead. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Heatwave Breath (Recharge 6)", "desc": "The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Desert Camouflage", "desc": "The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain." }, { "name": "Sand Glide", "desc": "The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn't disturb the material it moves through." } ], "spell_list": [], "page_no": 127, "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_sanddrift-drake/" }, { "slug": "vent-linnorm", "desc": "The immense reptile soars through the water, long and sleek. Its powerful tail undulates rhythmically, threatening all in its terrifying wake._ \n**Terrors of the Deep.** Vent linnorms live near hydrothermal fissures located in the deepest parts of the ocean. When they are not hunting, they can be found basking in their lairs, enjoying the dark, warm waters of their homes. They are proficient hunters whose diet includes all varieties of sharks and whales, giant squid, Open Game License", "name": "Vent Linnorm", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 247, "hit_dice": "15d20+90", "speed": { "walk": 20, "swim": 80 }, "strength": 25, "dexterity": 14, "constitution": 23, "intelligence": 14, "wisdom": 14, "charisma": 17, "strength_save": 12, "dexterity_save": 7, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 7, "skills": { "intimidation": 8, "perception": 7, "survival": 7 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The linnorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) necrotic damage.", "attack_bonus": 12, "damage_dice": "2d10+7" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The target is grappled (escape DC 18) if it is a Large or smaller creature and the linnorm doesn't have two other creatures grappled. Until this grapple ends, the target is restrained." }, { "name": "Frightful Presence", "desc": "Each creature of the linnorm's choice that is within 120 feet of the linnorm and aware of it must succeed on a DC 16 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 the creature's saving throw is successful or the effect ends for it, the creature is immune to the linnorm's Frightful Presence for the next 24 hours." }, { "name": "Inky Breath (Recharge 5-6)", "desc": "The linnorm exhales a cloud of briny ink in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failure, a creature takes 52 (15d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The linnorm can breathe air and water." }, { "name": "Blood Scent", "desc": "The linnorm can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the linnorm has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp." } ], "spell_list": [], "page_no": 239, "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_vent-linnorm/" }, { "slug": "vine-drake", "desc": "Grasping vines form this draconic creature’s wings. Nettlelike teeth fill its maw, and its tail branches like a thriving plant._ \n**Living Vines.** Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plant-like nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing. \n**Avaricious Bullies.** Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome. \n**Flightless Dragons.** Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.", "name": "Vine Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "climb": 50, "walk": 40 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 11, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "athletics": 7, "nature": 3, "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 14", "languages": "Common, Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vine drake can make three attacks: one with its bite, one with its claw, and one with its vine lash." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Vine Lash", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The vine drake exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Speak with Plants", "desc": "The drake can communicate with plants as if they shared a language." }, { "name": "Thorn Body", "desc": "A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage." }, { "name": "Innate Spellcasting (2/Day)", "desc": "The vine drake can innately cast entangle, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vine-drake/" }, { "slug": "young-boreal-dragon", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Young Boreal Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "fly": 80, "walk": 40, "swim": 30 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 13, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 8, "skills": { "athletics": 8, "perception": 8, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18", "languages": "Draconic, Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) 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": null, "spell_list": [], "page_no": 112, "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_young-boreal-dragon/" }, { "slug": "young-imperial-dragon", "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._ \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License", "name": "Young Imperial Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "20d10+100", "speed": { "swim": 40, "walk": 40, "fly": 80 }, "strength": 23, "dexterity": 12, "constitution": 21, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": 10, "skills": { "insight": 6, "perception": 10, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 20", "languages": "Common, Draconic", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6+6" }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning 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": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n3/day: fog cloud\n1/day each: control water, gust of wind, stinking cloud" } ], "spell_list": [], "page_no": 117, "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_young-imperial-dragon/" }, { "slug": "adult-rime-worm", "desc": "_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._ \nRime worms are sometimes kept as guards by frost giants. \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.", "name": "Adult Rime Worm", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "10d10+50", "speed": { "walk": 30, "swim": 30, "burrow": 30 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 6, "wisdom": 14, "charisma": 3, "strength_save": 8, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, necrotic", "condition_immunities": "", "senses": "darkvision 200 ft., passive Perception 12", "languages": "-", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The rime worm makes two tendril attacks." }, { "name": "Tendril", "desc": "Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Devour", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.", "attack_bonus": 8, "damage_dice": "2d12" }, { "name": "Black Ice Spray (Recharge 5-6)", "desc": "The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Born of Rime", "desc": "A rime worm can breathe air or water with equal ease." }, { "name": "Ringed by Ice and Death", "desc": "A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately." } ], "spell_list": [], "page_no": 327, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_adult-rime-worm/" }, { "slug": "al-aeshma-genie", "desc": "_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._ \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs. \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire. \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane. \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.", "name": "Al-Aeshma Genie", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d10+90", "speed": { "hover": true, "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran, Common, Ignan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The al-Aeshma makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Dust Devil", "desc": "A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Hatred", "desc": "The al-Aeshma has advantage on attack rolls against airborne opponents." }, { "name": "Bound", "desc": "The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder." }, { "name": "Elemental Demise", "desc": "When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying." }, { "name": "Ill Wind", "desc": "As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action." }, { "name": "Innate Spellcasting", "desc": "the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image" }, { "name": "Regeneration", "desc": "The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 211, "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_al-aeshma-genie/" }, { "slug": "anubian", "desc": "_An anubian’s swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. Anubians are elementals summoned to guard tombs or protect treasures._ \n**Piles of Dust.** An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand. \n**Death to the Unarmored.** In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren’t shackled by magical bondage. \n**Sandstorm Tag Teams.** Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets. \n**Elemental Nature.** An anubian doesn’t require air, food, drink, or sleep.", "name": "Anubian", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11", "languages": "Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The anubian makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Haboob (1/Day)", "desc": "The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sand Stealth", "desc": "The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain" }, { "name": "Sand Step", "desc": "Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through." }, { "name": "Vulnerability to Water", "desc": "For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn." } ], "spell_list": [], "page_no": 24, "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_anubian/" }, { "slug": "chronalmental", "desc": "_A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence._ \n**Fluid as Time.** Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock. \nThe first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift aimlessly in the Astral Plane or in the void between the stars. \n**Stewards of Calamity.** Locations of historical significance— both past and future—attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages. \n**Environmental Chaos.** Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side-effect of a chronalmental’s presence, and things return to normal when they depart. \n**Elemental Nature.** A chronalmental does not require air, food, drink, or sleep.", "name": "Chronalmental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 1, "dexterity": 20, "constitution": 19, "intelligence": 9, "wisdom": 13, "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; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Celestial, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The chronalmental makes 1d4 + 1 slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Steal Time (1/Day)", "desc": "The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success." }, { "name": "Displace (Recharge 5-6)", "desc": "The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space." } ], "bonus_actions": null, "reactions": [ { "name": "Step Between Seconds (Recharge 4-6)", "desc": "When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Temporal Body", "desc": "When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points." } ], "spell_list": [], "page_no": 57, "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_chronalmental/" }, { "slug": "elemental-locus", "desc": "_The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around an elemental locus. The land is angry._ \n**Spirit of the Land.** Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature—the land itself come to life—varying in size from small hills to entire ridge lines, with no discernible pattern to where they take root. \n**Stubborn Nature.** Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god. \n**Elemental Nature.** An elemental locus doesn’t require air, food, drink, or sleep.", "name": "Elemental Locus", "size": "Gargantuan", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 290, "hit_dice": "20d20+80", "speed": { "walk": 5 }, "strength": 28, "dexterity": 1, "constitution": 18, "intelligence": 10, "wisdom": 11, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 6, "wisdom_save": 6, "charisma_save": 6, "perception": 6, "skills": { "nature": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 120 ft., tremorsense 120 ft., passive Perception 16", "languages": "Primordial", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The elemental locus makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.", "attack_bonus": 15, "damage_dice": "6d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The elemental locus has advantage on saving throws against spells and other magical effects." }, { "name": "Immortal", "desc": "The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area." }, { "name": "Massive", "desc": "The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn." }, { "name": "Spawn Elementals", "desc": "As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water." }, { "name": "Siege Monster", "desc": "The elemental locus deals double damage to objects and structures." } ], "spell_list": [], "page_no": 169, "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_elemental-locus/" }, { "slug": "fire-dancer-swarm", "desc": "_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire._ \n_**Stunted Elementals.**_ Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace. \n_**Unite and Grow Strong.**_ Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them. \n_**Surly Servants.**_ Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times. \n_**Elemental Nature.**_ A swarm of fire dancers doesn’t require air, food, drink, or sleep.", "name": "Fire Dancer Swarm", "size": "Medium", "type": "Elemental", "subtype": "Swarm", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.", "attack_bonus": 8, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Form", "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." }, { "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 creature. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": 373, "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_fire-dancer-swarm/" }, { "slug": "firegeist", "desc": "_Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame._ \n**Elemental Echoes.** When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge. \n**Indiscrimate Arsonists.** Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern. \n**Elemental Nature.** A firegeist doesn’t require air, food, drink, or sleep.", "name": "Firegeist", "size": "Small", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 87, "hit_dice": "25d6", "speed": { "walk": 40 }, "strength": 7, "dexterity": 18, "constitution": 10, "intelligence": 4, "wisdom": 16, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The firegeist makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Combustion Touch (Recharge 5-6)", "desc": "The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hide By Firelight", "desc": "In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire." }, { "name": "Illumination", "desc": "The firegeist sheds dim light in a 30-foot radius." }, { "name": "Magical Light Sensitivity", "desc": "While in magical light, the firegeist has disadvantage on attack rolls and ability checks." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage." } ], "spell_list": [], "page_no": 202, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_firegeist/" }, { "slug": "iaaffrat", "desc": "", "name": "Ia'affrat", "size": "Large", "type": "Elemental", "subtype": "Swarm", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 170, "hit_dice": "20d10+60", "speed": { "hover": true, "walk": 5, "fly": 40 }, "strength": 3, "dexterity": 21, "constitution": 16, "intelligence": 20, "wisdom": 18, "charisma": 23, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 11, "perception": 9, "skills": { "arcana": 10, "deception": 11, "insight": 9, "perception": 9, "persuasion": 11 }, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire, poison; bludgeoning, piercing, slashing", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned", "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic, Infernal, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 10, "damage_dice": "6d6" }, { "name": "Smoke Jump", "desc": "Ia'Affrat can travel instantly to a space in sight where there's smoke." }, { "name": "Whirlwind (Recharge 4-6)", "desc": "Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Swarm", "desc": "Ia'Affrat can occupy another creature's space\n\nand vice versa, and the swarm can move through any opening\n\nlarge enough for a Tiny insect" }, { "name": "Magic Resistance", "desc": "Ia'Affrat has advantage on saving throws against spells and other magical effects" }, { "name": "Innate Spellcasting", "desc": "Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:\n\nat will: fire bolt, poison spray\n\n3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness\n\n1/day each: bestow curse, contagion, harm, insect plague, fireball" }, { "name": "Inhabit", "desc": "Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host." }, { "name": "Smoke Shroud", "desc": "Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn." } ], "spell_list": [], "page_no": 98, "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_iaaffrat/" }, { "slug": "liosalfar", "desc": "_The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns._ \nSometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them. \n**Servants of Fate.** Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement. \n**Pattern Vision.** Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns. \n**Enemies of the Ramag.** The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.” \n**Elemental Nature.** A liosalfar doesn’t require air, food, drink, or sleep.", "name": "Liosalfar", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "", "hit_points": 110, "hit_dice": "20d10", "speed": { "fly": 60, "hover": true }, "strength": 10, "dexterity": 25, "constitution": 10, "intelligence": 18, "wisdom": 18, "charisma": 12, "strength_save": null, "dexterity_save": 10, "constitution_save": 3, "intelligence_save": 7, "wisdom_save": 7, "charisma_save": 4, "perception": 7, "skills": { "arcana": 7, "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic, radiant", "condition_immunities": "blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "blindsight 120 ft., truesight 60 ft., passive Perception 17", "languages": "Common, Celestial, Primordial, Elvish, Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The liosalfar makes two Disrupting Touch attacks." }, { "name": "Disrupting Touch", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.", "attack_bonus": 10, "damage_dice": "4d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alien Mentality", "desc": "A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round." }, { "name": "Darkness Vulnerability", "desc": "Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful." }, { "name": "Incorporeal Movement", "desc": "The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Innate Spellcasting", "desc": "the liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying\n\n2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray\n\n1/day each: hallucinatory terrain, plane shift, sunbeam" }, { "name": "Lightform", "desc": "Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form." }, { "name": "Prismatic Glow", "desc": "Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness." } ], "spell_list": [], "page_no": 277, "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_liosalfar/" }, { "slug": "rime-worm-grub", "desc": "_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._ \nRime worms are sometimes kept as guards by frost giants. \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.", "name": "Rime Worm Grub", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30, "swim": 30, "burrow": 20 }, "strength": 16, "dexterity": 12, "constitution": 16, "intelligence": 4, "wisdom": 12, "charisma": 3, "strength_save": 5, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 200 ft., passive Perception 11", "languages": "-", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The rime worm makes one tendril attack and one gnash attack." }, { "name": "Tendril", "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Gnash", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Born of Rime", "desc": "A rime worm grub can breathe air or water with equal ease." }, { "name": "Ravenous", "desc": "At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage." } ], "spell_list": [], "page_no": 327, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_rime-worm-grub/" }, { "slug": "sathaq-worm", "desc": "_This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself._ \n**Elemental Predators.** Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease. \n**Guts Filled with Larvae.** Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae. \n**Painful Presence.** Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.", "name": "Sathaq Worm", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 20, "burrow": 20, "swim": 20 }, "strength": 22, "dexterity": 6, "constitution": 20, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 2 }, "damage_vulnerabilities": "thunder", "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "tremorsense 60 ft., passive Perception 15", "languages": "understands Deep Speech and Terran, but can't speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "attack_bonus": 10, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Agonizing Aura", "desc": "The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours." }, { "name": "Earth Glide", "desc": "The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." }, { "name": "Siege Monster", "desc": "The sathaq worm deals double damage to objects and structures." }, { "name": "Earthen Camoflage", "desc": "The sathaq worm's stealth bonus is increased to +6 in sand, mud, or dirt." } ], "spell_list": [], "page_no": 337, "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_sathaq-worm/" }, { "slug": "slow-storm", "desc": "_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._ \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain. \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm. \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack. \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.", "name": "Slow Storm", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 20, "dexterity": 19, "constitution": 22, "intelligence": 11, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": 9, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire", "damage_immunities": "lightning", "condition_immunities": "prone", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13", "languages": "Common, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.", "attack_bonus": 10, "damage_dice": "4d12" }, { "name": "Static Shock (Recharge 5-6)", "desc": "The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Wrack", "desc": "When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity." }, { "name": "Innate Spellcasting", "desc": "the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning" }, { "name": "Storm Form", "desc": "A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind." } ], "spell_list": [], "page_no": 353, "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_slow-storm/" }, { "slug": "spark", "desc": "_This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone._ \n**Born in Storms.** When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. \n**Symbionts and Twins.** Some spellcasters deliberately seek out sparks for symbiosis. Sorcerers or clerics devoted to deities of the elements may reach an agreement with these creatures, allowing them to ride within their bodies for their entire lifetime. \nOccasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they simply wink out and return to the elemental planes. \n**Seek Strong Hosts.** When a formless spark senses a potential body approaching, it dims its light or enters a metallic object. Sparks prefer to inhabit creatures with high Strength over other possible targets. Once in control of a body, the spark uses the new vessel to deliver shocking grasp attacks or to cast lightning bolt or call lightning against distant enemies. If ejected from a creature, a spark immediately tries to inhabit another. \n**Elemental Nature.** A spark doesn’t require air, food, drink, or sleep.", "name": "Spark", "size": "Tiny", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 84, "hit_dice": "13d4+52", "speed": { "hover": true, "walk": 10, "fly": 60 }, "strength": 4, "dexterity": 20, "constitution": 18, "intelligence": 10, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning", "condition_immunities": "exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Primordial", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Inhabit", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: shocking grasp\n\n3/day: lightning bolt\n\n1/day: call lightning" } ], "spell_list": [], "page_no": 357, "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_spark/" }, { "slug": "thuellai", "desc": "_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._ \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims. \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature. \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness. \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.", "name": "Thuellai", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "", "hit_points": 149, "hit_dice": "13d12+65", "speed": { "hover": true, "walk": 0, "fly": 100 }, "strength": 22, "dexterity": 24, "constitution": 20, "intelligence": 10, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 6, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Primordial", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The thuellai makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 10, "damage_dice": "2d8+6" }, { "name": "Freezing Breath (Recharge 5-6)", "desc": "The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw." }, { "name": "Algid Aura", "desc": "All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn." }, { "name": "Howl of the Maddening Wind (3/day)", "desc": "a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one" }, { "name": "Blizzard (1/Day)", "desc": "The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Mastery", "desc": "Airborne creatures have disadvantage on attack rolls against the thuellai." }, { "name": "Snow Vision", "desc": "The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness." } ], "spell_list": [], "page_no": 379, "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_thuellai/" }, { "slug": "air_elemental_bf", "desc": "", "name": "Air Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 15, "armor_desc": null, "hit_points": 94, "hit_dice": "", "speed": { "walk": 0, "fly": 90, "hover": true }, "strength": 14, "dexterity": 20, "constitution": 14, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": 2, "dexterity_save": 5, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -2, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "thunder,Elemental Resilience", "damage_immunities": "lightning,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Auran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two Wind Lash or Lightning Bolt attacks." }, { "name": "Wind Lash", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage." }, { "name": "Lightning Bolt", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 30/120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage." }, { "name": "Whirlwind (Recharge 4-6)", "desc": "Each creature in the elemental's space must make a DC 13 STR save. On a failure, a target takes 18 (3d8+5) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. If the save is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone." } ], "bonus_actions": [], "reactions": [ { "name": "Thunderous Retreat", "desc": "When a creature the air elemental can see deals damage to it, the elemental can expel a crack of thunder and move up to 15 feet to an unoccupied space it can see. Each creature within 5 feet of the space the elemental left must succeed on a DC 13 CON save or take 7 (2d6) thunder damage." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Air Form", "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Cloud Camouflage", "desc": "The elemental's Stealth is 20 while in clouds, fog, or windy weather." }, { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions." } ], "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_air-elemental/" }, { "slug": "azer_bf", "desc": "", "name": "Azer", "size": "medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor, shield", "hit_points": 49, "hit_dice": "", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 18, "intelligence": 12, "wisdom": 12, "charisma": 10, "strength_save": 3, "dexterity_save": 1, "constitution_save": 4, "intelligence_save": 1, "wisdom_save": 1, "charisma_save": 0, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire,poison,poisoned", "condition_immunities": "", "senses": "-", "languages": "Dwarvish,Ignan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The azer makes two Warhammer attacks." }, { "name": "Warhammer", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands, plus 3 (1d6) fire damage." } ], "bonus_actions": [ { "name": "Blazing Bulwark", "desc": "The azer creates fire in a 15-foot line that is 1 foot wide, originating from a point the azer can see within 15 feet of it. This line is an opaque wall that is 3 feet tall and provides half-cover to creatures behind it. A creature that moves through the line takes damage as if it touched the azer. The line of fire lasts for 1 minute or until the azer uses this bonus action again." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage." }, { "name": "Heated Weapons", "desc": "When the azer hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack)." }, { "name": "Illumination", "desc": "The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet." } ], "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_azer/" }, { "slug": "djinni_bf", "desc": "", "name": "Djinni", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "", "speed": { "walk": 30, "fly": 90 }, "strength": 20, "dexterity": 22, "constitution": 22, "intelligence": 14, "wisdom": 24, "charisma": 28, "strength_save": 5, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": 2, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning,thunder", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Auran,Common", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The djinni makes three Scimitar or Storm Bolt attacks." }, { "name": "Scimitar", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 14 (4d6) lightning damage or thunder damage (the djinni's choice)." }, { "name": "Storm Bolt", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage plus 7 (2d6) thunder damage." }, { "name": "Create Air Elemental (1/Day)", "desc": "The djinni magically creates one air-based Elemental of CR 5 or lower in an unoccupied space the djinni can see within 30 feet of it. The elemental acts as an ally of the djinni, obeying its spoken commands. The elemental remains for 1 hour, until the djinni dies, or until the djinni dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The djinni transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Create Whirlwind", "desc": "The djinni creates whirlwinds of air around up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 STR check or be restrained by a whirlwind. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 STR check.<br>While at least one creature is restrained by one of these whirlwinds, the djinni can use this bonus action to move the whirlwind up to 30 feet, and the restrained target moves with it." }, { "name": "Genie Shape", "desc": "The djinni magically transforms into a Medium cloud of sparkling, blue air or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The djinni can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Nebulous (Cloud Form Only)", "desc": "The djinni's Stealth is 21, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_djinni/" }, { "slug": "dust_mephit_bf", "desc": "", "name": "Dust Mephit", "size": "small", "type": "Elemental", "subtype": "", "group": "Mephits", "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 27, "hit_dice": "", "speed": { "walk": 30, "fly": 30, "hover": true }, "strength": 4, "dexterity": 14, "constitution": 10, "intelligence": 6, "wisdom": 12, "charisma": 10, "strength_save": -3, "dexterity_save": 2, "constitution_save": 0, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "fire,thunder", "damage_resistances": "", "damage_immunities": "lightning,poison,poisoned,prone", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Auran,Terran", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Claws", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound." }, { "name": "Dust Blast", "desc": "_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 4 (1d4+2) bludgeoning damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound." }, { "name": "Blinding Breath (Recharge 6)", "desc": "The mephit exhales blinding dust in a 15-foot cone. Each creature in that area must make a DC 11 DEX save. On a failure, a creature takes 5 (2d4) bludgeoning damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Sandman's Call (1/Day)", "desc": "The mephit casts the sleep spell (spell save DC 11), requiring no material components and using WIS as the spellcasting ability." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Death Burst", "desc": "When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "False Appearance", "desc": "While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of dust." } ], "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_dust-mephit/" }, { "slug": "earth_elemental_bf", "desc": "", "name": "Earth Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "", "speed": { "walk": 30, "burrow": 30 }, "strength": 20, "dexterity": 8, "constitution": 20, "intelligence": 6, "wisdom": 10, "charisma": 4, "strength_save": 5, "dexterity_save": -1, "constitution_save": 5, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "Elemental Resilience", "damage_immunities": "lightning,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "Terran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes three Slam attacks, or it makes two Lob Stone attacks. If two Slam or Lob Stone attacks hit one creature, the target must succeed on a DC 16 STR save or be knocked prone." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage." }, { "name": "Lob Stone", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Earth Tremor (Recharge 4-6)", "desc": "The earth elemental causes the ground on a point it can see within 30 feet of it to rumble and shake violently. Each creature within 10 feet of that point must succeed on a DC 16 DEX save or be knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Earth Glide", "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material through which it moves." }, { "name": "Earthen Camouflage", "desc": "The elemental's Stealth is 14 while in muddy, rocky, sandy, or stony terrain." }, { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the paralyzed, petrified, poisoned, and unconscious conditions." }, { "name": "Siege Monster", "desc": "The elemental deals double damage to objects and structures." } ], "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_earth-elemental/" }, { "slug": "efreeti_bf", "desc": "", "name": "Efreeti", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 223, "hit_dice": "", "speed": { "walk": 40, "fly": 60 }, "strength": 22, "dexterity": 12, "constitution": 24, "intelligence": 24, "wisdom": 22, "charisma": 24, "strength_save": 6, "dexterity_save": 1, "constitution_save": 7, "intelligence_save": 7, "wisdom_save": 6, "charisma_save": 7, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Common,Ignan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The efreeti makes three Scimitar or Hurl Flame attacks." }, { "name": "Scimitar", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage plus 10 (3d6) fire damage." }, { "name": "Hurl Flame", "desc": "_Ranged Spell Attack:_ +7 to hit, range 120 ft., one target. _Hit:_ 24 (6d6+3) fire damage." }, { "name": "Create Fire Elemental (1/Day)", "desc": "The efreeti magically creates one fire-based Elemental of CR 5 or lower in an unoccupied space the efreeti can see within 30 feet of it. The elemental acts as an ally of the efreeti, obeying its spoken commands. The elemental remains for 1 hour, until the efreeti dies, or until the efreeti dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The efreeti transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Blazing Palisade", "desc": "The efreeti magically creates a translucent wall of fire along a solid surface at a point it can see within 30 feet of it. The wall can be up to 1 foot thick, up to 45 feet long, and up to 5 feet high, and it can be any shape. Each creature in a space where the fire appears must succeed on a DC 15 DEX save or take 7 (2d6) fire damage. A creature that successfully saves can move to the wall's edge, out of the fire. A creature that enters the wall for the first time on a turn or ends its turn within 5 feet of the wall must succeed on a DC 15 DEX save or take 7 (2d6) fire damage. The efreeti can have only one fire wall active at a time. If it creates another, the previous fire wall disappears." }, { "name": "Genie Shape", "desc": "The efreeti magically transforms into a Medium cloud of thick smoke filled with sparks of fire or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The efreeti can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Nebulous (Cloud Form Only)", "desc": "The efreeti's Stealth is 16, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_efreeti/" }, { "slug": "fire_elemental_bf", "desc": "", "name": "Fire Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 13, "armor_desc": null, "hit_points": 110, "hit_dice": "", "speed": { "walk": 50 }, "strength": 10, "dexterity": 16, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": 0, "dexterity_save": 3, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -2, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Elemental Resilience", "damage_immunities": "fire,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Ignan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two Fiery Touch or Spit Fire attacks." }, { "name": "Fiery Touch", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Spit Fire", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 16 (3d8+3) fire damage." } ], "bonus_actions": [ { "name": "Fiery Dash (Recharge 4-6)", "desc": "The elemental moves up to 20 feet in a straight line and can move through the space of any Large or smaller creature without provoking opportunity attacks. Each space along that line catches fire until the start of the elemental's next turn. A creature that enters a burning space for the first time on a turn or starts its turn there must succeed on a DC 14 DEX save or take 5 (1d10) fire damage." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The fire elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The fire elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions." }, { "name": "Fire Camouflage", "desc": "The fire elemental's Stealth is 18 while in a Medium or larger fire." }, { "name": "Fire Form", "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC 14 DEX save or take 5 (1d10) fire damage and catch fire; until a creature takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "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_fire-elemental/" } ] }