{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=23","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=21","results":[{"slug":"qwyllion-tob1-2023","desc":"False","name":"Qwyllion","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8 + 52","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":19,"intelligence":12,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":14,"skills":{"Acrobatics":11,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Goblin, Infernal, Sylvan, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage."},{"name":"Deadly Gaze","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion's control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time."},{"name":"Charm","desc":"One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the qwyllion's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion's Charm for the next 24 hours."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nauseating Stench","desc":"A creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature that fails this saving throw is also incapacitated while poisoned in this way. A poisoned 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 qwyllion's Nauseating Stench for the next 24 hours."}],"spell_list":[],"page_no":298,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_qwyllion/"},{"slug":"sathaqworm-tob1-2023","desc":"False","name":"Sathaq Worm","size":"Huge","type":"Elemental","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d12 + 65","speed":{"walk":40,"burrow":20},"strength":22,"dexterity":6,"constitution":20,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned","senses":"tremorsense 60 ft., passive Perception 15","languages":"understands Deep Speech and Terran but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the sathaq worm can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Swallow","desc":"The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worm (including the worm's Agonizing Aura), and takes 10 (3d6) piercing damage and 10 (3d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Agonizing Aura","desc":"The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw."},{"name":"Earth Glide","desc":"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn't disturb the material it moves through."},{"name":"Earthen Camouflage","desc":"The sathaq worm has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or rocky terrain."},{"name":"Siege Monster","desc":"The sathaq worm deals double damage to objects and structures."}],"spell_list":[],"page_no":317,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sathaq-worm/"},{"slug":"scheznyki-tob1-2023","desc":"False","name":"Scheznyki","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d6 + 72","speed":{"walk":40,"fly":15},"strength":19,"dexterity":15,"constitution":18,"intelligence":15,"wisdom":16,"charisma":16,"strength_save":7,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Dwarvish, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"War Pick","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Arcane Bolt","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) force damage."},{"name":"Invisibility","desc":"The scheznyki magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it."},{"name":"Spellcasting","desc":"The scheznyki casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: dancing lights, faerie fire\n3/day each: locate object, hideous laughter, ray of enfeeblement\n1/day each: dispel magic, hold person"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Beard Weakness","desc":"A creature grappling the scheznyki can take its action to cut off the scheznyki's beard by succeeding on a DC 15 Strength check while holding an edged weapon. If its beard is cut off, the scheznyki can't use Spellcasting until its beard regrows."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the scheznyki hits with it (included in the attack)."},{"name":"Magic Resistance","desc":"The scheznyki has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":319,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_scheznyki/"},{"slug":"souleater-tob1-2023","desc":"False","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":60,"fly":30},"strength":13,"dexterity":22,"constitution":17,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":13,"skills":{"Intimidation":3,"Perception":3,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, prone, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage."},{"name":"Hasten Consumption (Recharge 5-6)","desc":"The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a DC 14 Charisma saving throw, taking 31 (9d6) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater's Soul Drain for 1 minute."}],"bonus_actions":[],"reactions":[{"name":"Soul Drain","desc":"When the soul eater reduces a target to 0 hp, the soul eater consumes that creature's soul. The victim must succeed on a DC 14 Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a wish spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and returns to life, unconscious and stable with 0 hp."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The soul eater has advantage on saving throws against spells and other magical effects."},{"name":"Soul Sense","desc":"The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."}],"spell_list":[],"page_no":336,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_soul-eater/"},{"slug":"spirewalker-tob1-2023","desc":"False","name":"Spire Walker","size":"Tiny","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":49,"hit_dice":"11d4 + 22","speed":{"walk":20},"strength":3,"dexterity":18,"constitution":14,"intelligence":11,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Acrobatics":6},"damage_vulnerabilities":"False","damage_resistances":"piercing from nonmagical attacks","damage_immunities":"lightning, thunder","condition_immunities":"False","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Lightning Burst","desc":"Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (4d6 + 3) lightning damage, and each creature, other than the target, within 10 feet of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Invisibility","desc":"The spire walker magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it."}],"bonus_actions":[{"name":"Steeple Step","desc":"The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Energized Body","desc":"A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage."}],"spell_list":[],"page_no":347,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_spire-walker/"},{"slug":"swarmofwolfspirits-tob1-2023","desc":"False","name":"Swarm of Wolf Spirits","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d10 + 16","speed":{"walk":50,"fly":50},"strength":14,"dexterity":18,"constitution":12,"intelligence":4,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":13,"skills":{"Perception":3,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 120 ft., passive Perception 13","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The swarm of wolf spirits makes two Spectral Bites attacks."},{"name":"Spectral Bites","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its hp or fewer."},{"name":"Chilling Howl (Recharge 5-6)","desc":"The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Incorporeal Movement","desc":"The swarm of wolf spirits 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":"Swarm","desc":"The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp."},{"name":"Undead Nature","desc":"The swarm of wolf spirits doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":358,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-wolf-spirits/"},{"slug":"tophet-tob1-2023","desc":"False","name":"Tophet","size":"Huge","type":"Construct","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12 + 70","speed":{"walk":30},"strength":21,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":8,"dexterity_save":3,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature."},{"name":"Burning Belly","desc":"The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is restrained, has three-quarters cover against attacks and other effects outside the belly, and it takes 14 (4d6) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a DC 16 Strength check. The creature making the attempt takes 7 (2d6) fire damage."},{"name":"Gout of Flame (Recharge 5-6)","desc":"Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Burning Heart","desc":"The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active."},{"name":"Construct Nature","desc":"The tophet doesn't require air, food, drink, or sleep."},{"name":"Heated Body","desc":"A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."}],"spell_list":[],"page_no":364,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_tophet/"},{"slug":"vinelord-tob1-2023","desc":"False","name":"Vine Lord","size":"Medium","type":"Plant","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8 + 42","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":16,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":13,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"False","damage_immunities":"False","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 13","languages":"Common, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The vine lord makes one Tendril attack and two Thorned Slam attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with a vine seed (see the Vine Seed trait)."},{"name":"Thorned Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (4d4) piercing damage."},{"name":"Forest Protectors (1/Day)","desc":"The vine lord magically calls 1d4 awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in 1d4 rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Green Regeneration","desc":"While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp."},{"name":"Magic Resistance","desc":"The vine lord has advantage on saving throws against spells and other magical effects."},{"name":"Root Mind","desc":"The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised."},{"name":"Vine Seed","desc":"A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0."},{"name":"Woodland Walk","desc":"Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":388,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_vine-lord/"},{"slug":"vinetrollskeleton-tob1-2023","desc":"False","name":"Vine Troll Skeleton","size":"Large","type":"Undead","subtype":"","group":"null","alignment":"Unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10 + 54","speed":{"walk":30},"strength":20,"dexterity":12,"constitution":16,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"poison","condition_immunities":"deafened, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage."},{"name":"Poisoned Thorn","desc":"Ranged Weapon Attack:+5 to hit, range 20/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 10 (3d6) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Regeneration","desc":"The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hp and doesn't regenerate or if its bound tree is destroyed (see Tree Bound trait)."},{"name":"Tree Bound","desc":"The vine troll skeleton is magically bound to a duskthorn dryad, tree, or treant, and the skeleton must stay within 1 mile of it. If the skeleton's bound duskthorn dryad, tree, or treant dies, the skeleton is immediately destroyed and doesn't regenerate."},{"name":"Undead Nature","desc":"The vine troll skeleton doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":330,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_vine-troll-skeleton/"},{"slug":"wolfreaverdwarf-tob1-2023","desc":"False","name":"Wolf Reaver Dwarf","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Chaotic Alignment","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":76,"hit_dice":"9d8 + 36","speed":{"walk":25},"strength":18,"dexterity":12,"constitution":19,"intelligence":9,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Athletics":6,"Intimidation":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Dwarvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wolf reaver dwarf makes one Battleaxe attack and two Spear attacks, or it makes three Handaxe attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Danger Sense","desc":"While conscious, the wolf reaver dwarf has advantage on Dexterity saving throws."},{"name":"Dwarven Resilience","desc":"The wolf reaver dwarf has advantage on saving throws against poison."},{"name":"Pack Tactics","desc":"The wolf reaver dwarf has advantage on attack rolls against a creature if at least one of the dwarf's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Reckless","desc":"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":412,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_wolf-reaver-dwarf/"},{"slug":"youngmithraldragon-tob1-2023","desc":"False","name":"Young Mithral Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":170,"hit_dice":"20d10 + 60","speed":{"walk":80,"fly":40},"strength":12,"dexterity":18,"constitution":17,"intelligence":16,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":6,"perception":19,"skills":{"Insight":6,"Perception":9,"Persuasion":6,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"slashing","condition_immunities":"charmed","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 3rd level or lower on the target."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a DC 14 Constitution saving throw or lose 3 (1d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 12 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing."},{"name":"Shard Breath (Recharge 5-6)","desc":"The mithral dragon spits metallic shards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The dragon has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":123,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-mithral-dragon/"},{"slug":"youngwinddragon-tob1-2023","desc":"False","name":"Young Wind Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10 + 52","speed":{"walk":90,"fly":30},"strength":20,"dexterity":16,"constitution":18,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":17,"skills":{"Acrobatics":9,"Intimidation":6,"Perception":7,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"lightning","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tempest Breath (Recharge 5-6)","desc":"The dragon exhales a blast of stormy wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elusive","desc":"The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it."},{"name":"Storm Sight","desc":"The dragon can see through areas obscured by fog, mist, clouds, or precipitation."}],"spell_list":[],"page_no":135,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-wind-dragon/"},{"slug":"zimwi-tob1-2023","desc":"False","name":"Zimwi","size":"Medium","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8 + 52","speed":{"walk":60},"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":12,"skills":{"Perception":2},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target."},{"name":"Swallow","desc":"The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 10 (3d6) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Desperate Hunger","desc":"When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs."}],"spell_list":[],"page_no":402,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_zimwi/"},{"slug":"zmeyheadling-tob1-2023","desc":"False","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":20},"strength":16,"dexterity":10,"constitution":17,"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":13,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"cold, fire","damage_immunities":"False","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 headling makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey headling exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The headling can choose for this breath to not harm plants or Plant creatures."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The zmey headling can breathe air and water."},{"name":"Regeneration","desc":"As the zmey, but it regains only 10 hp at the start of its turn."}],"spell_list":[],"page_no":404,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_zmey-headling/"},{"slug":"brass-dragon-wyrmling","desc":"","name":"Brass Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":16,"hit_dice":"3d8+3","speed":{"walk":30,"burrow":15,"fly":60},"strength":15,"dexterity":10,"constitution":13,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":2,"constitution_save":3,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":292,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_brass-dragon-wyrmling/"},{"slug":"bugbear","desc":"","name":"Bugbear","size":"Medium","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"hide armor, shield","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":13,"intelligence":8,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Goblin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Morningstar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d8","damage_bonus":2},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."},{"name":"Surprise Attack","desc":"If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.","attack_bonus":0,"damage_dice":"2d6"}],"spell_list":[],"page_no":266,"environments":["Underdark","Desert","Mountains","Grassland","Forest","Jungle","Hills","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bugbear/"},{"slug":"chain-devil","desc":"","name":"Chain Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d8+40","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":18,"intelligence":11,"wisdom":12,"charisma":14,"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; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 8","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks with its chains."},{"name":"Chain","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.","attack_bonus":8,"damage_dice":"2d6","damage_bonus":4},{"name":"Animate Chains (Recharges after a Short or Long Rest)","desc":"Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.\nEach animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies."}],"bonus_actions":null,"reactions":[{"name":"Unnerving Mask","desc":"When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":275,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_chain-devil/"},{"slug":"chuul","desc":"","name":"Chuul","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":30,"swim":30},"strength":19,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Deep Speech but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once."},{"name":"Pincer","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4},{"name":"Tentacles","desc":"One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The chuul can breathe air and water."},{"name":"Sense Magic","desc":"The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical."}],"spell_list":[],"page_no":267,"environments":["Underdark","Plane Of Water","Water","Caverns"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/chuul.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_chuul/"},{"slug":"copper-dragon-wyrmling","desc":"","name":"Copper Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Copper Dragon","alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30,"climb":30,"fly":60},"strength":15,"dexterity":12,"constitution":13,"intelligence":14,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":3,"constitution_save":3,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":4,"skills":{"perception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.\n**Slowing Breath.** The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","attack_bonus":0,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":298,"environments":["Hills","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_copper-dragon-wyrmling/"},{"slug":"duergar","desc":"","name":"Duergar","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"scale mail, shield","hit_points":26,"hit_dice":"4d8+8","speed":{"walk":25},"strength":14,"dexterity":11,"constitution":14,"intelligence":11,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 10","languages":"Dwarvish, Undercommon","challenge_rating":"1","cr":1.0,"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","desc":"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."},{"name":"War Pick","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Invisibility (Recharges after a Short or Long Rest)","desc":"The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Duergar Resilience","desc":"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":305,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_duergar/"},{"slug":"gladiator","desc":"**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.","name":"Gladiator","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"studded leather, shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":7,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":10,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes three melee attacks or two ranged attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Shield Bash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d4","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The gladiator has advantage on saving throws against being frightened."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":399,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gladiator/"},{"slug":"guard","desc":"**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.","name":"Guard","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":399,"environments":["Hill","Desert","Urban","Mountains","Coastal","Grassland","Forest","Hills","Mountain","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_guard/"},{"slug":"hezrou","desc":"","name":"Hezrou","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d10+65","speed":{"walk":30},"strength":19,"dexterity":17,"constitution":20,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":7,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"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 11","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and other magical effects."},{"name":"Stench","desc":"Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."}],"spell_list":[],"page_no":271,"environments":["Abyss"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/hezrou.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hezrou/"},{"slug":"oni","desc":"","name":"Oni","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"chain mail","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":30,"fly":30},"strength":19,"dexterity":11,"constitution":16,"intelligence":14,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":3,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":4,"skills":{"arcana":5,"deception":8,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The oni makes two attacks, either with its claws or its glaive."},{"name":"Claw (Oni Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8","damage_bonus":4},{"name":"Glaive","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Change Shape","desc":"The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:\n\nAt will: darkness, invisibility\n1/day each: charm person, cone of cold, gaseous form, sleep"},{"name":"Magic Weapons","desc":"The oni's weapon attacks are magical."},{"name":"Regeneration","desc":"The oni regains 10 hit points at the start of its turn if it has at least 1 hit point."}],"spell_list":["https://api-beta.open5e.com/v2/spells/darkness/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/cone-of-cold/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json"],"page_no":336,"environments":["Urban","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_oni/"},{"slug":"rakshasa","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":18,"intelligence":13,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two claw attacks"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Magic Immunity","desc":"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."},{"name":"Innate Spellcasting","desc":"The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":341,"environments":["Urban","Desert","Abyss","Forest","Grassland","Jungle","Hills","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rakshasa/"},{"slug":"storm-giant","desc":"","name":"Storm Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"chaotic good","armor_class":16,"armor_desc":"scale mail","hit_points":230,"hit_dice":"20d12+100","speed":{"walk":50,"swim":50},"strength":29,"dexterity":14,"constitution":20,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":14,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":9,"skills":{"arcana":8,"athletics":14,"history":8,"perception":9},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 19","languages":"Common, Giant","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatsword attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.","attack_bonus":14,"damage_dice":"6d6","damage_bonus":9},{"name":"Rock","desc":"Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.","attack_bonus":14,"damage_dice":"4d12","damage_bonus":9},{"name":"Lightning Strike (Recharge 5-6)","desc":"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The giant can breathe air and water."},{"name":"Innate Spellcasting","desc":"The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, feather fall, levitate, light\n3/day each: control weather, water breathing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/feather-fall/?format=json","https://api-beta.open5e.com/v2/spells/levitate/?format=json","https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/control-weather/?format=json","https://api-beta.open5e.com/v2/spells/water-breathing/?format=json"],"page_no":313,"environments":["Plane Of Air","Mountains","Coastal","Plane Of Water","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_storm-giant/"},{"slug":"treant","desc":"","name":"Treant","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":30},"strength":23,"dexterity":8,"constitution":21,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The treant makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d6","damage_bonus":6},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10","damage_bonus":6},{"name":"Animate Trees (1/Day)","desc":"The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the treant remains motionless, it is indistinguishable from a normal tree."},{"name":"Siege Monster","desc":"The treant deals double damage to objects and structures."}],"spell_list":[],"page_no":351,"environments":["Jungle","Forest","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_treant/"},{"slug":"vampire","desc":"","name":"Vampire","size":"Medium","type":"Undead","subtype":"shapechanger","group":"Vampires","alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":7,"skills":{"perception":7,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack (Vampire Form Only)","desc":"The vampire makes two attacks, only one of which can be a bite attack."},{"name":"Unarmed Strike (Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).","attack_bonus":9,"damage_dice":"1d8","damage_bonus":4},{"name":"Bite (Bat or Vampire Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.","attack_bonus":9,"damage_dice":"1d6+3d6","damage_bonus":4},{"name":"Charm","desc":"The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\nEach time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."},{"name":"Children of the Night (1/Day)","desc":"The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The vampire 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 vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The vampire moves up to its speed without provoking opportunity attacks."},{"name":"Unarmed Strike","desc":"The vampire makes one unarmed strike."},{"name":"Bite (Costs 2 Actions)","desc":"The vampire makes one bite attack."}],"special_abilities":[{"name":"Shapechanger","desc":"If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, 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, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."},{"name":"Legendary Resistance (3/Day)","desc":"If the vampire fails a saving throw, it can choose to succeed instead."},{"name":"Misty Escape","desc":"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."},{"name":"Regeneration","desc":"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":352,"environments":["Urban","Mountains","Forest","Ruin","Tomb","Hills","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vampire/"},{"slug":"white-dragon-wyrmling","desc":"","name":"White Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30,"burrow":15,"fly":60,"swim":30},"strength":14,"dexterity":10,"constitution":14,"intelligence":5,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":2,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.","attack_bonus":4,"damage_dice":"1d10+1d4","damage_bonus":2},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"5d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":290,"environments":["Tundra","Mountains","Ice"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_white-dragon-wyrmling/"},{"slug":"aalpamac","desc":"A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens._  \n**Hungry Lake Monsters.** The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water’s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons.  \n**Local Legends.** An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as “Chompo” or “the Heron Lake Monster.” These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it.","name":"Aalpamac","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":15,"swim":50},"strength":21,"dexterity":10,"constitution":19,"intelligence":2,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The aalpamac makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The aalpamac can breathe air and water."},{"name":"Distance Distortion Aura","desc":"The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can't move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac's Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait."}],"spell_list":[],"page_no":8,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_aalpamac/"},{"slug":"anzu","desc":"A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers._  \n**Territorial.** Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade.  \n**Elemental Birthright.** Offspring of a wind god or primordial wind spirit, anzu are the personification of the south wind, lightning, and the driving monsoon. Uniquely tied to the elements of fire, water, and wind, they react poorly to weather-altering magic.","name":"Anzu","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"fly":80,"walk":40},"strength":20,"dexterity":14,"constitution":18,"intelligence":7,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"fire, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, Primordial","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The anzu makes three attacks: one with its bite and two with its talons."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage.","attack_bonus":9,"damage_dice":"2d8+5"},{"name":"Talons","desc":"Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The anzu uses one of the following breath weapons: \n* Fire Breath. The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n* Water Breath. The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn't pushed or knocked prone."},{"name":"Lightning Relocation","desc":"The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu's starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The anzu has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":26,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_anzu/"},{"slug":"astral-devourer","desc":"A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._  \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting.  \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed.  \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.","name":"Astral Devourer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"fly":30,"hover":true,"walk":30},"strength":13,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astral devourer makes two melee attacks."},{"name":"Hungering Serpents","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Serpent Spray (Recharge 6)","desc":"The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray."}],"bonus_actions":null,"reactions":[{"name":"Divide","desc":"When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind."},{"name":"Recombine","desc":"When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised."},{"name":"Magic Resistance","desc":"The astral devourer has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":30,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_astral-devourer/"},{"slug":"bearing-golem","desc":"A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets.  \n**Thievish Inspiration.** The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. A later variant used caltrops instead creating the Open Game License","name":"Bearing Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":181,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bearing-golem/"},{"slug":"black-crier","desc":"This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight._  \n**Heralds of Calamity.** The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears.  \n**Servants of Fate.** Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents.  \n**Mute Messengers.** Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity.  \n**Undead Nature.** A black crier doesn’t require air, food, drink, or sleep.  \n\n## Portents of Disaster\n\n  \nA black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches:\n* Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease.\n* The ground in the region experiences minor tremors, lasting 1d6 minutes.\n* Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours.\n* Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.","name":"Black Crier","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30,"hover":true,"fly":30},"strength":14,"dexterity":19,"constitution":16,"intelligence":11,"wisdom":20,"charisma":12,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":4,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"history":4,"perception":9,"performance":9,"religion":4},"damage_vulnerabilities":"","damage_resistances":"necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands all languages but can’t speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The black crier uses its Bell Toll. It then makes two melee attacks."},{"name":"Bell","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Bell Toll","desc":"The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion."},{"name":"Crier's Lament (1/Day)","desc":"The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound by Calamity","desc":"The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier's Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours."},{"name":"Rejuvenation","desc":"If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn't rejuvenate. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":42,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_black-crier/"},{"slug":"bone-colossus","desc":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License","name":"Bone Colossus","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":181,"hit_dice":"11d20+66","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"intimidation":13,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Darakhul","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The bone colossus makes two attacks."},{"name":"Thunderous Slam (Colossus Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d10+7"},{"name":"Razor Teeth (Swarm Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":12,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."},{"name":"Siege Monster","desc":"The bone colossus deals double damage to objects and structures."},{"name":"Swarm Form","desc":"A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."},{"name":"Turn Resistance","desc":"The bone colossus has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":267,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bone-colossus/"},{"slug":"boneshard-wraith","desc":"A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._  \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void.  \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.","name":"Boneshard Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":15,"hover":true,"fly":60},"strength":16,"dexterity":13,"constitution":18,"intelligence":13,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 16","languages":"any languages it knew in life, Void Speech","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spectral Claw","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.","attack_bonus":7,"damage_dice":"4d8+3"},{"name":"Boneshard Cyclone (Recharge 5-6)","desc":"The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The boneshard wraith 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":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":46,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_boneshard-wraith/"},{"slug":"caltrop-golem","desc":"A scattering of metal caltrops coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of caltrops, a caltrop golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal caltrops.  \n**Iterative Design** Caltrops golems were developed as a more advanced form of Open Game License","name":"Caltrop Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":390,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_caltrop-golem/"},{"slug":"cave-giant-shaman","desc":"This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw._  \nCave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids’ power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone.  \n**Practical Leader.** Cave giant shamans are less superstitious than lesser Open Game License","name":"Cave Giant Shaman","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":15,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":5,"athletics":13,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Giant","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cave giant shaman makes two attacks: one with its club and one with its tusks."},{"name":"Club","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"3d4+8"},{"name":"Tusks","desc":"Melee Weapon Attack: +13 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.","attack_bonus":13,"damage_dice":"4d6+8"},{"name":"Rock","desc":"Ranged Weapon Attack: +13 to hit, range 60/240 ft., one creature. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":13,"damage_dice":"4d10+8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Petrification","desc":"If the cave giant shaman 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":"Spellcasting","desc":"The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared:\nCantrips (at will): acid splash, mage hand, mending, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, expeditious retreat, fog cloud, shield\n2nd level (3 slots): enlarge/reduce, shatter, spider climb, web\n3rd level (3 slots): gaseous form, haste, lightning bolt, water breathing\n4th level (3 slots): ice storm, polymorph, wall of fire\n5th level (2 slots): cloudkill, insect plague\n6th level (1 slots): disintegrate\n7th level (1 slots): reverse gravity"}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cave-giant-shaman/"},{"slug":"chatterlome","desc":"When the oaken box is found on your stoop, run—for the box devil is soon to come._  \nChatterlomes have featureless grey heads with large, round eyes, and their circular mouths are filled with needlelike teeth. They have misshapen torsos and short, bandy legs. Their most notable feature, though, is their four arms, which always wield woodworking tools.  \n**Vengeance Seekers.** Chatterlomes prey on scorned lovers, offering violent revenge for those who have been wronged. When a person calls upon the chatterlome, they soon receive an intricately carved oaken box with an obsidian inlay of a humanoid heart. Upon touching the box, the supplicant immediately knows that the box must be delivered to the home of the person who wronged the supplicant. When the victim opens the box, the chatterlome springs forth, claiming the heart of the victim and fulfilling the supplicant’s request. Whether or not the box is opened, a chatterlome whose box has been delivered knows the location of the victim and tracks the person relentlessly. After the victim dies, the supplicant must then deliver the chatterlome’s box to nine more victims or forfeit their own life. A string of deaths occurring shortly after victims received mysterious boxes is a sure sign that a chatterlome is in the area.  \n**Box Devils.** Chatterlomes are often called “box devils” due to their peculiar ability to magically travel between boxes and other enclosed, wooden objects. Though chatterlomes can travel between boxes, each chatterlome has its original box, created when it was summoned by a supplicant who was scorned. If the chatterlome’s original box is destroyed, the chatterlome returns to the Hells, where it waits for another scorned lover to call it back to the Material Plane.","name":"Chatterlome","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":11,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The chatterlome makes four chisel attacks."},{"name":"Chisel","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Box Teleport","desc":"The chatterlome magically teleports up to 120 feet into a box, chest, wardrobe, or other wooden container with a lid or door. The chatterlome can hide inside the container as a bonus action after teleporting. If the chatterlome uses this action while inside a container, it can teleport into another container within range or it can teleport back to the Hells. If it teleports to the Hells, it can't return to the Material Plane until it is summoned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The chatterlome has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":60,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chatterlome/"},{"slug":"chronomatic-enhancer","desc":"A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._  \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize.  \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes.  \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.","name":"Chronomatic Enhancer","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30},"strength":21,"dexterity":11,"constitution":19,"intelligence":9,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 16","languages":"understands the languages of its creator but can’t speak","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d8+5"},{"name":"Time-Infused Gears","desc":"The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase."}],"bonus_actions":null,"reactions":[{"name":"Alter Timeline","desc":"When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Delay","desc":"When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed."},{"name":"Immutable Form","desc":"The chronomatic enhancer is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":64,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chronomatic-enhancer/"},{"slug":"clockwork-tiger","desc":"The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.","name":"Clockwork Tiger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":15,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork tiger makes one bite and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":[{"name":"Deflecting Leap","desc":"When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The tiger is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The tiger has advantage on saving throws against spells and other magical effects."},{"name":"Pounce","desc":"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."},{"name":"Reactive Guardian","desc":"The clockwork tiger has two reactions that can be used only for Deflecting Leap."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-tiger/"},{"slug":"collais","desc":"The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place._  \n**Summoned Protector.** If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours.","name":"Colláis","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d10+40","speed":{"walk":40},"strength":19,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":17,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":7,"skills":{"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 120 ft., passive Perception 17","languages":"understands Common and Sylvan but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The colláis makes one gore attack and two hooves attacks."},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":8,"damage_dice":"2d10+4"},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Cry of the Forest","desc":"The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the colláis's Cry of the Forest for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis's choice."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Impale and Toss","desc":"When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone."},{"name":"Magic Resistance","desc":"The colláis has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_collais/"},{"slug":"darakhul-captain","desc":"Leaders of law enforcement units in undead cities, darakhul captains are stoic and steely darakhul hand-selected by the city’s leadership for the role.  \n_**Patrol Teams.**_ When on patrol, darakhul captains ride Open Game License","name":"Darakhul Captain","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"breastplate","hit_points":165,"hit_dice":"22d8+66","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"insight":6,"intimidation":8,"perception":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Darakhul, Undercommon","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":7,"damage_dice":"1d10+3"},{"name":"Imperial Conscription (Recharge 6)","desc":"The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the victim has darakhul fever, this reduction can't be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain's control, unless the humanoid is restored to life"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the darakhul captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."},{"name":"Necrotic Weapons","desc":"The darakhul captain's weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul's Stench for 24 hours."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":166,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_darakhul-captain/"},{"slug":"darakhul-spy","desc":"The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds.  \n**Masters of Disguise.** Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world.  \n**Complex Network.** Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents.  \n_**Hungry Dead Nature.**_ The darakhul doesn’t require air or sleep.","name":"Darakhul Spy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":16,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Darakhul","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."},{"name":"Sneak Attack (1/Turn)","desc":"The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":168,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_darakhul-spy/"},{"slug":"deathweaver","desc":"The black and crimson spider, its fangs dripping a dark poison, uses the two arms beside its fangs to pull a corpse from its tainted web._  \nDeathweavers are spiders who were once subjected to dark rituals and are now infused with necrotic energies. Their carapaces are mottled patterns of black, crimson, and ivory, and two arms flank their fangs.  \n**Allied Evil.** Deathweavers are often found in league with other intelligent, evil creatures. A powerful necromancer or an evil cult might ally with one, using the undead it spawns to bolster their strength in exchange for treasure or favors.  \n**Web Spawn.** The deathweaver’s webs infuse corpses left in them with necrotic energy. A humanoid corpse cocooned in the webbing for 24 hours has a 50 percent chance of rising as a Open Game License","name":"Deathweaver","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":40,"climb":40},"strength":16,"dexterity":14,"constitution":17,"intelligence":7,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"blindsight 20 ft., darkvision 60 ft., passive Perception 14","languages":"Deep Speech","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The deathweaver makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. If the necrotic 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 this way.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Web (Recharge 5-6)","desc":"Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is restrained by webbing and takes 3 (1d6) necrotic damage each round. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage). A humanoid slain by this attack rises 24 hours later as a web zombie under the deathweaver's control, unless the humanoid is restored to life or its body is destroyed. The deathweaver can have no more than twelve web zombies under its control at one time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The deathweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the deathweaver knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The deathweaver ignores movement restrictions caused by webbing."},{"name":"Innate Spellcasting","desc":"The deathweaver's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch\n3/day each: darkness, ray of enfeeblement\n1/day: vampiric touch"}],"spell_list":[],"page_no":83,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_deathweaver/"},{"slug":"dimensional-shambler","desc":"The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._  \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable.  \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure.  \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.","name":"Dimensional Shambler","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30},"strength":22,"dexterity":21,"constitution":17,"intelligence":21,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":9,"constitution_save":7,"intelligence_save":9,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"arcana":9,"athletics":10,"perception":7,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal, Infernal, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Drag Through","desc":"The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Look Between","desc":"As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane."},{"name":"Maddening Form","desc":"When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\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 dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw."},{"name":"Step Between","desc":"As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way."}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_dimensional-shambler/"},{"slug":"dread-walker-excavator","desc":"These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._  \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago.  \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown.  \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt.  \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.","name":"Dread Walker Excavator","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"climb":30,"walk":30,"swim":30},"strength":18,"dexterity":19,"constitution":14,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The excavator makes two foreleg attacks."},{"name":"Foreleg","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Excavation Beam","desc":"Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.","attack_bonus":7,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arcane Instability","desc":"When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage."},{"name":"Spider Climb","desc":"The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":129,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_dread-walker-excavator/"},{"slug":"empusa","desc":"A monstrous woman with claws and hooves of shining copper, the creature stalks the roads and tracks between towns, seeking to kill and devour any who stumble across her path._  \n**Bane of Travelers.** Distant kin to lamias, the dreadful empusae are exclusively female. They use their supernatural abilities to hunt down and devour the flesh of those traveling along deserted roads and byways between settlements. While empusae aren’t afraid of sunlight, they tend to hunt at night, returning to caves and ruins during the day to feast on those they have killed. When travelers aren’t available, empusae target shepherds and farmers, disguising themselves as goats or donkeys to get close to their targets.  \n**Copper Hooves.** The legs and hooves of an empusa are extremely powerful and are sheathed in magically-hardened copper, allowing her to deliver swift and powerful kicks and move at great speed. This copper can be harvested when the empusa is slain and is often used in the construction of magical boots and staffs.","name":"Empusa","size":"Medium","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":18,"intelligence":10,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":5,"skills":{"deception":7,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The empusa makes two claw attacks, or one claw attack and one kick attack."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Kick","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the empusa and knocked prone.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the empusa has advantage on attack rolls against any creature she has surprised."},{"name":"Magical Copper","desc":"The empusa's claw and kick attacks are magical."},{"name":"Nimble Fighter","desc":"The empusa can take the Dash or Disengage action as a bonus action on each of her turns."},{"name":"Shapechanger","desc":"The empusa can use her action to polymorph into a Small or Medium beast that has a challenge rating no higher than her own, or back into her true form. Her statistics, other than her size, are the same in each form. While transformed, at least one of her limbs has a coppery color. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_empusa/"},{"slug":"giant-frilled-lizard","desc":"These massive reptiles adore hot climates and often lie motionless while they sun themselves. When disturbed, giant frilled lizards become quite aggressive, hissing and protruding the large, jagged frill that surrounds their necks.","name":"Giant Frilled Lizard","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d10+28","speed":{"climb":30,"walk":30},"strength":14,"dexterity":18,"constitution":15,"intelligence":2,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":8,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The giant frilled lizard makes one bite attack and one tail attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) poison damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"1d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Intimidating Charge","desc":"When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its walking speed to 50 feet for that round. In addition, the creature charged must succeed on a DC 13 Charisma saving throw or be frightened for 1d6 rounds. The creature can repeat the save at the end of each of its turns, ending the effect on a success."}],"spell_list":[],"page_no":392,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_giant-frilled-lizard/"},{"slug":"graveyard-dragon","desc":"This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins._  \nGraveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.  \n**Vindictive Undead.** Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste.  \n**Intimidating Appearance.** Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.  \n**Undead Nature.** The graveyard dragon doesn’t require air, food, drink, or sleep.","name":"Graveyard Dragon","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40},"strength":16,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"perception":3,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The graveyard dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) damage of the type dealt by the dragon's breath weapon.","attack_bonus":6,"damage_dice":"2d10+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The dragon releases a breath weapon that corresponds to the type of dragon it was in life. Each creature in the area must make a DC 14 Dexterity saving throw, taking 40 (9d8) damage of the corresponding type on a failed save, or half as much damage on a successful one. \n* Black. Acid damage in a 30-foot line that is 5 feet wide. \n* Blue. Lightning damage in a 30-foot line that is 5 feet wide. \n* Green. Poison damage in a 30-foot cone. \n* Red. Fire damage in a 30-foot cone. \n* White. Cold damage in a 30-foot cone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Aura","desc":"At the start of each of the graveyard dragon's turns, each creature within 5 feet of it takes 4 (1d8) damage of the type dealt by the dragon's breath weapon."},{"name":"Elemental Resistance","desc":"The graveyard dragon has resistance to the type of damage dealt by its breath weapon."},{"name":"False Appearance","desc":"While the graveyard dragon remains motionless, it is indistinguishable from a pile of dragon bones."},{"name":"Reassemble Bones","desc":"As a bonus action, the graveyard dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can't make melee weapon attacks."}],"spell_list":[],"page_no":183,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_graveyard-dragon/"}]}