{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-alignment&page=36","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-alignment&page=34","results":[{"slug":"risen-reaver","desc":"_A body that might once have been human now has four legs and nightmarishly long, thick arms. What’s worse, its skin has been flayed off, revealing the dead muscle and sinew beneath._  \n**Spirt of War.** The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew.  \n**Absorb Weapons.** When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter.  \n**Battle Mad.** Risen reavers are battle‑maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die.  \n**Undead Nature.** A risen reaver doesn’t require air, food, drink, or sleep.","name":"Risen Reaver","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"studded leather","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":40},"strength":19,"dexterity":16,"constitution":20,"intelligence":9,"wisdom":7,"charisma":6,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"any languages it knew in life","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The risen reaver makes three blade attacks."},{"name":"Blade","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Life Sense","desc":"The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead."},{"name":"Pounce","desc":"When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack."},{"name":"Infused Arsenal","desc":"As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3)."},{"name":"Skitter","desc":"The risen reaver can take the Dash action as a bonus action."}],"spell_list":[],"page_no":328,"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_risen-reaver/"},{"slug":"rubezahl","desc":"_Resembling a black-furred stag that walks like a man, this creature has a pair of immense, branching antlers arching above its coldly gleaming eyes. The fur is sleek over most of its body, but becomes shaggy around its goatlike legs. The creature’s hands are tipped with wicked claws, and its legs are goatlike with cloven hooves._  \n_**Assume Mortal Form.**_ Rubezahls are capricious creatures, driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals like travelling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them.  \n_**Counting Demons.**_ Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are equally driven to annihilate any mortal bold enough to exploit this weakness.","name":"Rubezahl","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"17d8+34","speed":{"walk":50},"strength":20,"dexterity":15,"constitution":14,"intelligence":11,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"deception":8,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, thunder, poison","condition_immunities":"poisoned, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The rubezahl makes one gore attack and two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"3d6"},{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"3d8"},{"name":"Thunderstrike (Recharge 5-6)","desc":"The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Counting Compulsion","desc":"If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again."},{"name":"False Tongue","desc":"The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true."},{"name":"Innate Spellcasting","desc":"the rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: disguise self (humanoid forms only), fog cloud\n\n3/day each: call lightning, gust of wind, lightning bolt\n\n1/day: control weather"},{"name":"Sneak Attack (1/turn)","desc":"The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll."}],"spell_list":[],"page_no":80,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rubezahl/"},{"slug":"rum-gremlin","desc":"","name":"Rum Gremlin","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d4+10","speed":{"walk":20,"climb":10,"swim":10},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":9,"charisma":12,"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":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The goblin makes one claw attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Aura of Drunkenness","desc":"A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: prestidigitation\n\n3/day: hex"},{"name":"Magic Resistance","desc":"The gremlin has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":239,"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_rum-gremlin/"},{"slug":"rusalka","desc":"_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._  \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit.  \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them.  \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown.  \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom.  \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.","name":"Rusalka","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30,"swim":40},"strength":17,"dexterity":13,"constitution":12,"intelligence":11,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison; piercing and slashing from nonmagical attacks","condition_immunities":"charmed, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Breathless Kiss","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.","attack_bonus":6,"damage_dice":"0"},{"name":"Drowning Hair (1/Day)","desc":"The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Withered Tresses","desc":"If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed."},{"name":"Innate Spellcasting","desc":"the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person"},{"name":"Watery Camouflage","desc":"In dim light or darkness, a rusalka that's underwater is invisible."}],"spell_list":[],"page_no":331,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rusalka/"},{"slug":"rust-drake","desc":"_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.","name":"Rust Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"burrow":5,"fly":100},"strength":20,"dexterity":15,"constitution":19,"intelligence":12,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one tail swipe attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.","attack_bonus":8,"damage_dice":"3d8"},{"name":"Tail Swipe","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Vomits Scrap (Recharge 5-6)","desc":"A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."},{"name":"Rust Drake Lockjaw","desc":"This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":155,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rust-drake/"},{"slug":"sand-hag","desc":"_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._  \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush.  \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one.  \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others.  \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.","name":"Sand Hag","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"burrow":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"deception":6,"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Dwarvish, Giant, Gnomish","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sand hag makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Scouring Sirocco (Recharge 5-6)","desc":"The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn."},{"name":"Change Shape","desc":"The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The sand hag has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image"},{"name":"Mimicry","desc":"The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check."},{"name":"Scorpion Step","desc":"The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft."}],"spell_list":[],"page_no":245,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sand-hag/"},{"slug":"sap-demon","desc":"_When a sap demon leaves a tree, its milky amber fluid oozes from an axe wound on a stout maple’s trunk and shapes itself into a small, vaguely humanoid form on the forest floor beside the tree. This languid creature half walks and half flows forward, implacably following the axe wielder’s path to certain revenge._  \n**Tree Oozes.** Sap demons aren’t true demons, but rather are intelligent oozes that form when an enchanted tree is cut or injured. Though typically Small, the larger the sap source is, the larger the resulting creature can be. Over a few hours, they pool into a shape that vaguely resembles their tree’s attacker: for instance, if the tree cutter wore a hat, then a hat may be incorporated into the sap demon’s overall shape. The similarity is faint at best; no one would ever confuse a sap demon for the creature it hunts, because its shape has no sharp features or color other than amber.  \n**Called to Vengeance.** Sap demons can pummel their prey with partially-crystallized fists, but they especially enjoy claiming the weapon that wounded their tree and wielding it to deliver a final blow. Once their prey is destroyed, most sap demons return to their tree, but not all do. Some are curious or malevolent enough to explore the world further.  \n**Reckless Possessors.** A sap demon can possess another creature by grappling it and oozing down its throat. Once inside, the sap demon dominates its host and makes it bleed as the tree bled. Since the sap demon takes no damage when its host is wounded, it’s free to be as reckless as it likes. It might wander into a town to cause trouble. However, no matter how its new body is bandaged or cured, it never stops bleeding slowly. If the host body is killed, the sap demon oozes out during the next hour and either returns to its tree or seeks another host.","name":"Sap Demon","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural","hit_points":67,"hit_dice":"15d6+15","speed":{"walk":20,"climb":20},"strength":14,"dexterity":6,"constitution":12,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing from nonmagical attacks","damage_immunities":"bludgeoning; acid, lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 12","languages":"none in its natural form; knows the same languages as a creature it dominates","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The sap demon makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.","attack_bonus":4,"damage_dice":"2d8"},{"name":"Soul Sap","desc":"The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The sap demon can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Season's Change","desc":"If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn."}],"spell_list":[],"page_no":335,"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_sap-demon/"},{"slug":"scheznyki","desc":"_These small, vicious fey look like dirty, lazy dwarves dressed in burlap pants and shirts tied on with dirty twine and frayed rope. They are usually bootless with broken, dirty toenails and wearing rough burlap and leather tams as hats._  \n**Corrupted Dwarves.** Nicknamed “vanishers,” these small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the shadow fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. They live in drowned and abandoned mines, tumbledown ruins, and even in the tomb complexes of long‑departed priests and god-kings.  \n**Magical Hats.** Their shadow fey masters have given them magical hats that allow them to fly and become invisible at will. These hats can be stolen and used by adventurers, but the scheznykis fight hard to retrieve them.  \n**Arcane Beards.** If an adventurer can successfully grapple a scheznyki, they can attempt to cut the creature’s beard with a magical blade (the beard is AC 15 and has 5 hp). When an attacker successfully cuts off the beard, the scheznyki loses access to all spell-like and spell casting abilities—and the beard hair itself is valuable in making potion inks.  \nIf the scheznyki loses its hat and beard at the same time, it falls into a deep, wasting coma and dies in 24 hours or when next exposed to sunlight. When this occurs, the scheznyki’s body crumbles into dust and blows away one round later. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers fully and immediately.","name":"Scheznyki","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d6+72","speed":{"walk":20,"climb":15},"strength":19,"dexterity":15,"constitution":18,"intelligence":15,"wisdom":16,"charisma":16,"strength_save":10,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Darakhul, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The scheznyki makes four war pick attacks or two hand crossbow attacks."},{"name":"Heavy Pick","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)\n\n5/day each: magic missile, ray of enfeeblement, silent image\n\n3/day each: locate object (radius 3,000 ft. to locate a vanisher hat), hideous laughter, web\n\n1/day each: dispel magic, dominate person, hold person"},{"name":"Magic Resistance","desc":"The scheznyki has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":339,"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_scheznyki/"},{"slug":"selang","desc":"_This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae._  \n**Dark Satyrs.** The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.  \n**Battle Song and Laughter.** Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech.  \n**Blasphemous Music.** Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.","name":"Selang","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":40},"strength":18,"dexterity":15,"constitution":18,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":6,"skills":{"perception":6,"performance":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The selang makes two dagger attacks or two shortbow attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Sleep Poison","desc":"An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake."},{"name":"Alien Piping","desc":"A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, minor illusion\n\n3/day each: alter self, fear, sleep, suggestion"}],"spell_list":[],"page_no":341,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_selang/"},{"slug":"shadow-beast","desc":"_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":135,"hit_dice":"18d8+54","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":18,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Elvish, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shadow beast makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Shadow Push (Recharge 5-6)","desc":"The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow beast can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Incorporeal Movement","desc":"The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"},{"name":"Magic Resistance","desc":"The beast has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":345,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadow-beast/"},{"slug":"sluagh-swarm","desc":"_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.","name":"Sluagh Swarm","size":"Medium","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":54,"hit_dice":"12d8","speed":{"walk":30,"fly":50},"strength":6,"dexterity":16,"constitution":11,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Chilling Touch","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.","attack_bonus":5,"damage_dice":"8d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage","desc":"They travel in swarms for a reason."},{"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 fey. The swarm can't regain hit points or gain temporary hit points."},{"name":"Shadowy Stealth","desc":"While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":376,"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_sluagh-swarm/"},{"slug":"son-of-fenris","desc":"_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._  \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.  \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.  \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.","name":"Son Of Fenris","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":175,"hit_dice":"14d12+84","speed":{"walk":60,"burrow":15},"strength":26,"dexterity":16,"constitution":23,"intelligence":16,"wisdom":18,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":7,"intimidation":6,"religion":12},"damage_vulnerabilities":"","damage_resistances":"psychic, radiant","damage_immunities":"cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., tremorsense 100 ft., passive Perception 14","languages":"Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The son of Fenris makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Acid Breath (Recharge 5-6)","desc":"The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Weapons","desc":"The son of Fenris' weapon attacks are magical."},{"name":"Arctic Tunneler","desc":"While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft."},{"name":"Spellcasting","desc":"the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake"},{"name":"Trampling Charge","desc":"If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action."}],"spell_list":[],"page_no":355,"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_son-of-fenris/"},{"slug":"spider-of-leng","desc":"_These bloated purple spiders have small claws on their front legs that serve them as handlike manipulators. Their abdomens are a sickly purple-white._  \n**Hate Humanoids.** The nefarious spiders of Leng are highly intelligent. They are a very ancient race, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers.  \n**Dangerous Blood.** Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets.","name":"Spider Of Leng","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d10+51","speed":{"walk":30,"climb":20},"strength":14,"dexterity":16,"constitution":16,"intelligence":17,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":6,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"charmed, poisoned, unconscious","senses":"darkvision 240 ft., passive Perception 13","languages":"Common, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"A spider of Leng makes two claw attacks, two staff attacks, or one of each."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Spit Venom","desc":"Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.","attack_bonus":6,"damage_dice":"3d8"},{"name":"Staff of Leng","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":[{"name":"Ancient Hatred","desc":"When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eldritch Understanding","desc":"A spider of Leng can read and use any scroll."},{"name":"Innate Spellcasting","desc":"the spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, detect magic, shocking grasp\n\n3/day each: shield, silence\n\n1/day each: arcane eye, confusion, hypnotic pattern, stoneskin"},{"name":"Poisonous Blood","desc":"An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn."},{"name":"Shocking Riposte","desc":"When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction."}],"spell_list":[],"page_no":365,"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_spider-of-leng/"},{"slug":"star-spawn-of-cthulhu","desc":"The star-dwelling, octopoid servants and children of Cthulhu are enormous and strange, with clawed hands, powerful but distended brains, and winglike spines on their backs, with which they propel themselves through the frozen emptiness between stars.  \nThese masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.  \n_**Mastery of Life and Destruction.**_ They’ve harnessed mysterious energies of life and destruction as well, to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention.  \n_**Rituals to Cthulhu.**_ Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not yield and serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu’s inevitable return.","name":"Star Spawn Of Cthulhu","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":187,"hit_dice":"15d10+105","speed":{"walk":30,"swim":30,"fly":50},"strength":25,"dexterity":15,"constitution":24,"intelligence":30,"wisdom":18,"charisma":23,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":15,"wisdom_save":9,"charisma_save":null,"perception":14,"skills":{"arcana":15,"perception":14},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"cold, fire, lightning, poison, psychic","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 300 ft., passive Perception 24","languages":"Common, Infernal, Void Speech","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack."},{"name":"Crushing Claws","desc":"Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage."},{"name":"Disintegrating Gaze (Recharge 5-6)","desc":"Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.","attack_bonus":15,"damage_dice":"5d12"},{"name":"Dimensional Stomp","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.","attack_bonus":12,"damage_dice":"2d20"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Interdimensional Movement","desc":"A star spawn of Cthulhu can use misty step as a bonus action once per round."},{"name":"Psychic Tower","desc":"When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's."},{"name":"Void Traveler","desc":"The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids."}],"spell_list":[],"page_no":368,"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_star-spawn-of-cthulhu/"},{"slug":"umbral-vampire","desc":"","name":"Umbral Vampire","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":84,"hit_dice":"13d8+26","speed":{"hover":true,"walk":0,"fly":40},"strength":1,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Umbral Grasp","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"},{"name":"Shadow Blend","desc":"When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."},{"name":"Strike from Shadow","desc":"The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."},{"name":"Sunlight Sensitivity","desc":"While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":397,"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_umbral-vampire/"},{"slug":"urochar-strangling-watcher","desc":"_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._  \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the  \n_**River Styx.**_  \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror.  \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.","name":"Urochar (Strangling Watcher)","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":20},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":8,"skills":{"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 19","languages":"understands Darakhul and Void Speech","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The watcher makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.","attack_bonus":13,"damage_dice":"3d8"},{"name":"Paralyzing Gaze (Recharge 5-6)","desc":"The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Crush Attack","desc":"The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage."},{"name":"Tentacle Attack","desc":"The watcher makes one tentacle attack."},{"name":"Tentacle Leap (Costs 2 Actions)","desc":"Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar."}],"special_abilities":[{"name":"Death Throes","desc":"When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success."},{"name":"Innate Spellcasting","desc":"the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility"},{"name":"Spider Climb","desc":"The watcher can climb any surface, including upside down on ceilings, without making an ability check."},{"name":"Squeeze","desc":"Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities."}],"spell_list":[],"page_no":393,"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_urochar-strangling-watcher/"},{"slug":"vile-barber","desc":"_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._  \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.  \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work.  \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat.  \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.","name":"Vile Barber","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"leather armor","hit_points":28,"hit_dice":"8d6","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":10,"intelligence":10,"wisdom":8,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons","damage_immunities":"","condition_immunities":"frightened","senses":"blindsight 60 ft., passive Perception 9","languages":"Common, Goblin, Sylvan, Umbral","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The vile barber makes two attacks with its straight razor."},{"name":"Straight Razor","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Unclean Cut","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.","attack_bonus":6,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Close-in Slasher","desc":"The vile barber has advantage on attack rolls against any creature in the same space with it."},{"name":"Inhumanly Quick","desc":"The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn."},{"name":"Invasive","desc":"The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty."},{"name":"Nimble Escape","desc":"As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns."},{"name":"Pilfer","desc":"As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check."},{"name":"Shadow Step","desc":"As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn."}],"spell_list":[],"page_no":401,"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_vile-barber/"},{"slug":"voidling","desc":"_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.","name":"Voidling","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"","hit_points":110,"hit_dice":"20d10","speed":{"hover":true,"walk":0,"fly":50},"strength":15,"dexterity":22,"constitution":10,"intelligence":14,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":6,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"exhaustion, petrified, prone","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The voidling makes 4 tendril attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Necrotic Burst (Recharge 5-6)","desc":"The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fed by Darkness","desc":"A voidling in magical darkness at the start of its turn heals 5 hit points."},{"name":"Magic Resistance","desc":"The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."},{"name":"Innate Spellcasting","desc":"the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"},{"name":"Natural Invisibility","desc":"A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."}],"spell_list":[],"page_no":404,"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_voidling/"},{"slug":"wormhearted-suffragan","desc":"_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._  \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.  \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.  \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife.  \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.","name":"Wormhearted Suffragan","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":11,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":6,"religion":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack."},{"name":"Helminth Infestation","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead"}],"spell_list":[],"page_no":410,"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_wormhearted-suffragan/"},{"slug":"young-flame-dragon","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Young Flame Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d10+68","speed":{"walk":40,"climb":40,"fly":80},"strength":15,"dexterity":14,"constitution":19,"intelligence":15,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":9,"skills":{"deception":8,"insight":5,"perception":9,"persuasion":8,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30ft, darkvision 120ft, passive Perception 19","languages":"Common, Draconic, Ignan, Giant, Infernal, Orc","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Incarnate","desc":"All fire damage dealt by the dragon ignores fire resistance but not fire immunity."}],"spell_list":[],"page_no":130,"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_young-flame-dragon/"},{"slug":"zimwi","desc":"_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.","name":"Zimwi","size":"Medium","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":40},"strength":13,"dexterity":18,"constitution":19,"intelligence":6,"wisdom":9,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The zimwi makes one claws attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":415,"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_zimwi/"},{"slug":"zmey","desc":"_Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight._  \nHunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector.  \n**Claws of the Forest.** Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.  \n**Solitary Hunters.** Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.  \n**Three-Headed Rage.** Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.  \nWhen a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.","name":"Zmey","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":30,"fly":50,"swim":30},"strength":22,"dexterity":13,"constitution":19,"intelligence":16,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":6,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"blindsight 60 ft., darkvision 90 ft., passive Perception 18","languages":"Common, Draconic, Elvish, Sylvan","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The zmey makes one bite attack per head and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Claws","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The zmey can take 1 legendary action per head, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite","desc":"The zmey makes a bite attack."},{"name":"Tail Attack","desc":"The zmey makes a tail attack."},{"name":"Trample","desc":"The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone."}],"special_abilities":[{"name":"Amphibious","desc":"The zmey can breathe air and water."},{"name":"Lake Leap","desc":"A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving."},{"name":"Legendary Resistance (1/Day)","desc":"If the zmey fails a saving throw, it can count it as a success instead."},{"name":"Multiheaded","desc":"The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies."},{"name":"Regeneration","desc":"The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head."},{"name":"Spawn Headling","desc":"The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation."}],"spell_list":[],"page_no":416,"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_zmey/"},{"slug":"zmey-headling","desc":"A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads.  \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.","name":"Zmey Headling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"swim":20},"strength":16,"dexterity":10,"constitution":1,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The zmey headline makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d12"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The zmey headling can breathe air and water."},{"name":"Regeneration","desc":"The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate."}],"spell_list":[],"page_no":417,"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_zmey-headling/"},{"slug":"adult-wasteland-dragon","desc":"","name":"Adult Wasteland Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"burrow":30,"climb":40,"fly":70,"walk":40},"strength":26,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d10+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","name":"Bite"},{"attack_bonus":12,"damage_dice":"2d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","name":"Claw"},{"attack_bonus":12,"damage_dice":"2d8+8","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","name":"Tail"},{"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 18 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":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_adult-wasteland-dragon/"},{"slug":"alnaar","desc":"","name":"Alnaar","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":212,"hit_dice":"25d10+75","speed":{"burrow":20,"fly":40,"walk":40},"strength":20,"dexterity":22,"constitution":17,"intelligence":9,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":10,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"acrobatics":10,"perception":5},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The alnaar makes three fiery fangs attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.","name":"Fiery Fangs"},{"desc":"The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.","name":"Flare (Recharge Special)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.","name":"On the Hunt"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.","name":"Skin of the Forge"},{"desc":"If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.","name":"Starving Wrath"}],"spell_list":[],"page_no":82,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alnaar/"},{"slug":"alp","desc":"","name":"Alp","size":"Small","type":"Fey","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic","damage_immunities":"","condition_immunities":"charmed, exhaustion, paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan, Umbral","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.","name":"Sleeper's Slap"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While in dim light or darkness, the alp can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The alp's innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day each: silent image, sleep\n1/day each: bestow curse, dream","name":"Innate Spellcasting"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alp/"},{"slug":"alpha-yek","desc":"","name":"Alpha Yek","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":129,"hit_dice":"16d8+48","speed":{"climb":30,"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":15,"wisdom":13,"charisma":10,"strength_save":7,"dexterity_save":7,"constitution_save":7,"intelligence_save":6,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"4d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"4d4+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"2d4+3","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro","name":"Bone Shard"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The yek has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alpha-yek/"},{"slug":"ancient-wasteland-dragon","desc":"","name":"Ancient Wasteland Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":22,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"burrow":30,"climb":40,"fly":80,"walk":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"perception":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"23","cr":23.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":16,"damage_dice":"2d10+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.","name":"Bite"},{"attack_bonus":16,"damage_dice":"2d6+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.","name":"Claw"},{"attack_bonus":16,"damage_dice":"2d8+9","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.","name":"Tail"},{"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 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":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 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.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-wasteland-dragon/"},{"slug":"azi-dahaka","desc":"","name":"Azi Dahaka","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d12+60","speed":{"fly":80,"walk":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"perception":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"desc":"Azi Dahaka makes three bite attacks and two claw attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"1d10+5","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage","name":"Bite"},{"desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claw"},{"desc":"Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.","name":"Storm Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"Azi Dahaka can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Azi Dahaka regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.","name":"Control Weather"},{"desc":"Azi Dahaka beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Azi Dahaka can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If Azi Dahaka fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Azi Dahaka has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.","name":"Multiple Heads"},{"desc":"Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.","name":"Reactive Heads"},{"desc":"A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.","name":"Vermin Blood"}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_azi-dahaka/"},{"slug":"bilwis","desc":"","name":"Bilwis","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":49,"hit_dice":"11d8","speed":{"fly":40,"hover":true,"walk":0},"strength":12,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Auran","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.","name":"Slam"},{"desc":"Each creature in the bilwis' space and within 5 feet of it must make a DC 12 Strength saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a target takes half the bludgeoning damage and isn't knocked prone.","name":"Whirlwind (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bilwis 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":"Air Form"}],"spell_list":[],"page_no":53,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bilwis/"},{"slug":"black-sun-orc","desc":"","name":"Black Sun Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"hide armor","hit_points":65,"hit_dice":"10d8+20","speed":{"climb":20,"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":9,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Orc","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The orc makes two attacks with its greatclub or with its sling.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","name":"Sling"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the Black Sun orc's darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The orc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","name":"Stone Camouflage"}],"spell_list":[],"page_no":289,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_black-sun-orc/"},{"slug":"black-sun-priestess","desc":"","name":"Black Sun Priestess","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"hide armor","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":9,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":6,"intimidation":6,"religion":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Orc","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","name":"Greatclub"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the the Black Sun priestess' darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, sacred flame\n1st level (4 slots): bane, command, cure wounds, detect magic\n2nd level (3 slots): augury, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, spirit guardians","name":"Spellcasting"}],"spell_list":[],"page_no":290,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_black-sun-priestess/"},{"slug":"bloody-bones","desc":"","name":"Bloody Bones","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"none, but can speak through the use of its Horrific Imitation trait","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Claw"},{"desc":"The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.","name":"Dark Stare"}],"bonus_actions":null,"reactions":[{"desc":"When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.","name":"Its Crown Runs Red"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.","name":"Horrifying Aura"},{"desc":"The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.","name":"Horrific Imitation"}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bloody-bones/"},{"slug":"cacus-giant","desc":"","name":"Cacus Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":21,"dexterity":11,"constitution":20,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 15","languages":"Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The cacus giant makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":8,"damage_dice":"4d10+5","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.","name":"Rock"},{"desc":"The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.","name":"Final Breath"}],"spell_list":[],"page_no":181,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cacus-giant/"},{"slug":"cave-giant","desc":"","name":"Cave Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":8,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":12,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Giant","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The giant makes three attacks: two with its handaxe and one with its tusks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"3d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 8) slashing damage.","name":"Handaxe"},{"attack_bonus":12,"damage_dice":"4d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone.","name":"Tusks"},{"attack_bonus":12,"damage_dice":"4d10+8","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.","name":"Sunlight Petrification"}],"spell_list":[],"page_no":182,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cave-giant/"},{"slug":"chuhaister","desc":"","name":"Chuhaister","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":20,"intelligence":10,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Giant, Orc, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The chuhaister makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"5d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":2,"damage_dice":"5d10+6","desc":"Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":[{"desc":"When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.","name":"Deadfall Shield (Recharge 5-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.","name":"Feybane"},{"desc":"While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chuhaister/"},{"slug":"cipactli","desc":"","name":"Cipactli","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"swim":30,"walk":20},"strength":16,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"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":"fire","damage_resistances":"lightning","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Primordial","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The cipactli makes two bite attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the cipactli uses its Devouring Embrace.","name":"Multiattack"},{"desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Bite"},{"desc":"The cipactli devours a Medium or smaller creature grappled by it. The devoured target is blinded, restrained, it has total cover against attacks and other effects outside the cipactli, and it takes 14 (4d6) piercing damage at the start of each of the cipactli's turns as the fiend's lesser mouths slowly consume it.\n\nIf the cipactli moves, the devoured target moves with it. The cipactli can only devour one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the cipactli's many jaws by succeeding on a DC 14 Strength check.","name":"Devouring Embrace"},{"desc":"A cipactli sings a soporific, primordial song of eternal rest and divine repose from its many mouths. Each creature within 100 feet of the cipactli that can hear the song must succeed on a DC 14 Charisma saving throw or fall asleep and remain unconscious for 10 minutes. A creature awakens if it takes damage or another creature takes an action to wake it. This song has no effect on constructs and undead.","name":"Ancient Lullaby (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cipactli can breathe air and water.","name":"Amphibious"},{"desc":"The cipactli has advantage on Dexterity (Stealth) checks made while underwater.","name":"Underwater Camouflage"},{"desc":"As a bonus action, the cipactli can liquefy itself, disappearing from its current location and reappearing in an unoccupied space it can see within 20 feet. Its current location and the new location must be connected by water in some way: a stream, ooze, soggy ground, or even runoff from a drain pipe.","name":"Water Step"}],"spell_list":[],"page_no":83,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cipactli/"},{"slug":"crimson-mist","desc":"","name":"Crimson Mist","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":68,"hit_dice":"8d8+32","speed":{"hover":true,"walk":60},"strength":17,"dexterity":15,"constitution":18,"intelligence":3,"wisdom":20,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 11","languages":"understands all languages it knew as a vampire, but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.","name":"Engulf"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.","name":"Pseudocorporeal"},{"desc":"Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.","name":"Sanguine Feast"},{"desc":"The crimson mist has the following flaws:\nForbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.\nSunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":67,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_crimson-mist/"},{"slug":"desert-troll","desc":"","name":"Desert Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"burrow":30,"walk":30},"strength":20,"dexterity":13,"constitution":20,"intelligence":9,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The desert troll makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The desert troll has advantage on Dexterity (Stealth) checks made to hide in desert terrain.","name":"Desert Camouflage"},{"desc":"If the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16 Strength saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll's space, and is knocked prone. On a success, the creature takes half the damage and is pushed out of the troll's space, but isn't knocked prone.","name":"Erupt"},{"desc":"The desert troll has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The troll regains 10 hp at the start of its turn. If the troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"},{"desc":"The desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it.","name":"Water Susceptibility"}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_desert-troll/"},{"slug":"echo","desc":"","name":"Echo","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":102,"hit_dice":"12d8+48","speed":{"fly":20,"walk":30},"strength":20,"dexterity":20,"constitution":18,"intelligence":14,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Abyssal, Celestial","challenge_rating":"6","cr":6.0,"actions":[{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and if the creature is wearing metal armor, it must make a successful DC 15 Constitution saving throw or be deafened until the end of its next turn.","name":"Iron Claws"},{"desc":"The echo demon teleports up to 60 feet to an unoccupied space. Immediately after teleporting, it can make an iron claws attack with advantage as a bonus action.","name":"Everywhere at Once (Recharge 5-6)"},{"desc":"The echo demon summons horrible wails from the deep crevasses of the Abyss. Creatures within 60 feet who can hear the wails must succeed on a DC 15 Wisdom saving throw or be stunned until the start of the echo demon's next turn. An affected creature continues hearing the troubling echoes of these cries until it finishes a long rest, and it has disadvantage on Intelligence checks until then.","name":"Echoes of the Abyss (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The demon's presence is extremely distracting. Each creature within 100 feet of the echo demon and that can hear it has disadvantage on concentration checks.","name":"Aura of Cacophony"}],"spell_list":[],"page_no":84,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_echo/"},{"slug":"elophar","desc":"","name":"Elophar","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":8,"armor_desc":null,"hit_points":126,"hit_dice":"12d10+60","speed":{"walk":30},"strength":19,"dexterity":6,"constitution":20,"intelligence":16,"wisdom":3,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":-2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 6","languages":"Common, Giant, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.","name":"Ectoplasmic Spray"},{"desc":"The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row):\n| 1d6 | Spirit |\n|-----|--------|\n| 1 | Cautious: creates space between itself and its enemies and casts spells. |\n| 2 | Fickle: attacks a creature it didn't last round. |\n| 3 | Terrified: uses the Disengage action to run as far away from enemies as possible. |\n| 4 | Bloodthirsty: attacks the nearest creature. |\n| 5 | Hateful: only attacks the last creature it damaged. |\n| 6 | Courageous: makes melee attacks against the most threatening enemy. |","name":"Possessed by Ancestors"},{"desc":"The runes etched on the elophar's rotting skin allow it to cast spells. The elophar's runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:\nAt will: acid splash, chill touch, poison spray\n3/day: grease, thunderwave\n1/day: enlarge/reduce","name":"Runic Spellcasting"}],"spell_list":[],"page_no":149,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_elophar/"},{"slug":"exploding-toad","desc":"","name":"Exploding Toad","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"natural armor","hit_points":2,"hit_dice":"1d4","speed":{"swim":20,"walk":20},"strength":1,"dexterity":13,"constitution":11,"intelligence":4,"wisdom":8,"charisma":3,"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":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 9","languages":"understands Goblin but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","name":"Bite"}],"bonus_actions":null,"reactions":[{"desc":"The exploding toad can turn an attack that missed it into a hit or turn a successful saving throw into a failure.","name":"Death Leap"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The toad can breathe air and water.","name":"Amphibious"},{"desc":"When the toad is reduced to 0 hp, it explodes in a 10-foot-radius sphere. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Final Croak"},{"desc":"Ranged attacks against the toad have disadvantage.","name":"Mad Hopping"},{"desc":"When an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune.","name":"Selective Immunity"},{"desc":"The toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":150,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_exploding-toad/"},{"slug":"flame-scourged-scion","desc":"","name":"Flame-Scourged Scion","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":125,"hit_dice":"10d12+60","speed":{"walk":30},"strength":19,"dexterity":17,"constitution":22,"intelligence":16,"wisdom":6,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":6,"skills":{"insight":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"fire; slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"grappled, paralyzed, restrained","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Deep Speech, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The flame-scourged scion makes three tentacle attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until the grapple ends, the target is restrained, the flame-scourged scion can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The flame-scourged scion can grapple up to two creatures at one time.","name":"Tentacle"},{"desc":"The flame-scourged scion fills the area around itself with a cloud of burning embers. Each creature within 10 feet of the flame-scourged scion must make a DC 18 Constitution saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The embers die out within moments.","name":"Embers (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a flame-scourged scion takes fire damage, it has advantage on its attack rolls until the end of its next turn. If it takes more than 5 fire damage, it has advantage on its attack rolls for 2 rounds.","name":"Burning Rage"},{"desc":"A flame-scourged scion can see through areas obscured by fire, smoke, and fog without penalty.","name":"Firesight"},{"desc":"Difficult terrain caused by rocks, sand, or natural vegetation, living or dead, doesn't cost the flamescourged scion extra movement. Its speed can't be reduced by any effect.","name":"Groundbreaker"}],"spell_list":[],"page_no":159,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_flame-scourged-scion/"},{"slug":"flying-polyp","desc":"","name":"Flying Polyp","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d12+54","speed":{"fly":60,"hover":true,"walk":0},"strength":20,"dexterity":12,"constitution":17,"intelligence":22,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"arcana":10,"history":10,"perception":6},"damage_vulnerabilities":"lightning","damage_resistances":"acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 60 ft., passive Perception 16","languages":"Deep Speech, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The polyp makes two melee attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d6+5","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.","name":"Tentacle"},{"attack_bonus":9,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.","name":"Bite"},{"desc":"Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.","name":"Cyclone (Recharge 5-6)"},{"desc":"The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.","name":"Etherealness"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp's next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.","name":"Fist of Wind"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.","name":"Aura of Wind"},{"desc":"The polyp 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":"Incorporeal Movement"},{"desc":"The polyp has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The polyp's innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day: wind walk\n1/day: control weather","name":"Innate Spellcasting"}],"spell_list":[],"page_no":162,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_flying-polyp/"},{"slug":"fulad-zereh","desc":"","name":"Fulad-Zereh","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"plate","hit_points":115,"hit_dice":"10d12+50","speed":{"fly":40,"walk":40},"strength":19,"dexterity":11,"constitution":20,"intelligence":17,"wisdom":15,"charisma":17,"strength_save":8,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"insight":6,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The demon makes two attacks: one with its barbed whip and one with its battleaxe.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.","name":"Barbed Whip"},{"attack_bonus":8,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.","name":"Battleaxe"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.","name":"Petrifying Gaze"},{"desc":"A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.","name":"Weeping Acid"}],"spell_list":[],"page_no":85,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fulad-zereh/"},{"slug":"gaki","desc":"","name":"Gaki","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":7,"dexterity":18,"constitution":17,"intelligence":10,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 14","languages":"any languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The gaki makes two bite attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"6d6","desc":"Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 21 (6d6) acid damage.","name":"Spit Acid"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Aura of Famine"},{"desc":"At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can.","name":"Gluttonous Attraction"},{"desc":"The gaki has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Hungry Frenzy"},{"desc":"The gaki 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":"Incorporeal Movement"}],"spell_list":[],"page_no":390,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gaki/"},{"slug":"gnoll-slaver","desc":"","name":"Gnoll Slaver","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"chain shirt","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"athletics":6,"intimidation":5,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Gnoll","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The gnoll makes three attacks: one with its bite and two with its whip or three with its longbow.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d4 + 4) slashing damage.","name":"Whip"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Longbow"},{"desc":"The gnoll selects up to three creatures it has taken captive within 30 feet. Each creature must succeed on a DC 15 Wisdom saving throw or have disadvantage for 1 minute on any attack rolls or skill checks to take actions other than those the gnoll has ordered it to take.","name":"Menace Captives (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the gnoll reduces a creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","name":"Rampage"}],"spell_list":[],"page_no":189,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gnoll-slaver/"},{"slug":"greater-scrag","desc":"","name":"Greater Scrag","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"swim":40,"walk":30},"strength":20,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":8,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Aquan, Giant","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The greater scrag makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)","name":"Bite"},{"attack_bonus":8,"damage_dice":"3d4+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5)","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The scrag can breathe air and water.","name":"Amphibious"},{"desc":"The scrag has advantage on melee attack rolls against any creature that doesn't have all of its hp.","name":"Blood Frenzy"},{"desc":"The greater scrag regains 10 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"}],"spell_list":[],"page_no":401,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_greater-scrag/"},{"slug":"green-abyss-orc","desc":"","name":"Green Abyss Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":15,"hit_dice":"2d8+6","speed":{"climb":30,"walk":30},"strength":14,"dexterity":16,"constitution":16,"intelligence":9,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":5,"athletics":4,"perception":2,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 12","languages":"Orc","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. If the target is a creature, it must succeed on a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Poisoned Spear"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.","name":"Aggressive"},{"desc":"While in sunlight, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. s","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":291,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_green-abyss-orc/"},{"slug":"grindylow","desc":"","name":"Grindylow","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"swim":40,"walk":10},"strength":13,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The grindylow makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Bite"},{"attack_bonus":3,"damage_dice":"2d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target.","name":"Claws"},{"desc":"A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.\n\nAfter releasing the ink, the grindylow can use the Dash action as a bonus action.","name":"Ink Cloud (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.","name":"Mimicry"},{"desc":"The grindylow has advantage on ability checks and saving throws made to escape a grapple.","name":"Slippery"},{"desc":"The grindylow can breathe only underwater.","name":"Water Breathing"}],"spell_list":[],"page_no":210,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_grindylow/"}]}