{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=4","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=2","results":[{"slug":"vampiric-knight","desc":"","name":"Vampiric Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"plate, shield","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":18,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"athletics":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The vampiric knight makes two impaling longsword attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"1d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.","name":"Impaling Longsword"},{"desc":"Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Channel Corruption (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.","name":"Shield"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.","name":"Regeneration"},{"desc":"The vampiric knight has the following flaws:\nForbiddance. The vampiric knight can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampiric knight 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 vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":369,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampiric-knight/"},{"slug":"wyvern-knight","desc":"","name":"Wyvern Knight","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful evil","armor_class":20,"armor_desc":"plate, shield","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":18,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":6,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"poisoned","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Draconic","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d12+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage. The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted.","name":"Lance"},{"attack_bonus":3,"damage_dice":"1d10","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 10 (3d6) poison damage.","name":"Heavy Crossbow"},{"attack_bonus":6,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.","name":"Dagger"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield.","name":"Protection"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The wyvern knight has advantage on saving throws against being frightened.","name":"Brave"},{"desc":"When the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling.","name":"Ring of Feather Falling"}],"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wyvern-knight/"},{"slug":"animal-lord-mammoth-queen","desc":"","name":"Animal Lord, Mammoth Queen","size":"Huge","type":"Fey","subtype":"","group":null,"alignment":"chaotic good","armor_class":20,"armor_desc":"natural armor","hit_points":250,"hit_dice":"20d12+120","speed":{"walk":40},"strength":25,"dexterity":10,"constitution":22,"intelligence":15,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"cold, poison","condition_immunities":"charmed, exhaustion, frightened, incapacitated, poisoned, stunned","senses":"truesight 120', passive Perception 20","languages":"all, telepathy 120'","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"Three Battleaxes or two Gores or she makes one Gore and one Stomp. She can replace one attack with one Trunk or Trunk Slam."},{"name":"Battleaxe (Humanoid or True Form)","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 20 (3d8+7) slashing damage or 23 (3d10+7) slashing damage if used with two hands."},{"name":"Gore (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 34 (6d8+7) piercing damage."},{"name":"Trunk Slam","desc":"One up to Large object held/creature grappled by her is slammed to ground or flung. Creature slammed: 27 (5d10) bludgeoning damage (DC 20 Con half). This doesn't end grappled condition on target. Creature flung: thrown up to 60' in random direction and knocked prone. If thrown creature strikes solid surface target: 3 (1d6) bludgeoning damage per 10 ft. thrown. If target is thrown at another creature that creature: DC 19 Dex save or take same damage and knocked prone."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Gargantuan oliphaunt (see Creature Codex) a Huge mammoth a Med female human with thick brown hair tied back in a braid or back into her true Huge elephant-headed humanoid form. Her stats other than size are the same in each form. Any items worn/carried transform with her."}],"reactions":[{"name":"Catch Weapon (Elephantine or True Form)","desc":"When hit by a melee weapon attack she can reduce the damage by 1d10+17. If this reduces damage to 0 queen can catch the weapon with her trunk if she is not using it to grapple a creature. If Queen catches a weapon in this way she must make a Str (Athletics) check contested by attacker's Str (Athletics) or Dex (Acrobatics) check (target chooses). Queen has disadvantage on the check if wielder is holding item with 2+ hands. If she wins she disarms creature and can throw the weapon up to 60' in a random direction as part of the same reaction."}],"legendary_desc":"","legendary_actions":[{"name":"Regenerative Hide","desc":"Regains 15 hp. She can't use this legendary action again until the end of her next turn. "},{"name":"Trunk","desc":"Makes one Trunk attack."},{"name":"Shoving Stampede (2)","desc":"Charges becoming unstoppable stampede in line up to 80' long × 15 ft. wide. All in line: 14 (4d6) bludgeoning damage and pushed up to 15 ft. away and knocked prone (DC 20 Dex half not pushed/prone). Queen's move along this line doesn't provoke opportunity attacks."},{"name":"Queen's Trumpet (3)","desc":"Emits loud trumpeting audible to 300'. Chooses up to 3 creatures that can hear trumpet. If target is friendly has advantage on its next attack roll ability check or save. If hostile: DC 20 Wis save or frightened til end of its next turn."}],"special_abilities":[{"name":"Elephantine Passivism","desc":"No elephant mammoth or other elephantine creature can willingly attack her. Can be forced to do so magically."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Rejuvenation","desc":"If she dies soul reforms on Astral Plane. In 1d6 days it inhabits body of another elephantine creature on Material Plane which becomes the Queen with all hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this."},{"name":"Speak with Elephantines","desc":"Communicate with any elephant mammoth or other elephantine creature as if they shared a language."},{"name":"Trampling Charge","desc":"If she moves 20'+ straight to creature and then hits it with Gore on same turn target knocked prone (DC 20 Str negates). If target is prone queen can make one Stomp vs. it as a bonus action."},{"name":"Stomp (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 34 (5d10+7) bludgeoning damage."},{"name":"Trunk (Elephantine or True Form)","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one creature,. Target is grappled (escape DC 19) if it is a Large or smaller creature. Until grapple ends target restrained queen can't use Trunk on another."},{"name":"Tusk Sweep (Elephantine or True Form Recharge 5-6)","desc":"Channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15 ft. cube: 35 (10d6) bludgeoning damage and is pushed up to 15 ft. away from the queen (DC 20 Dex half damage and isn't pushed away)."}],"spell_list":[],"page_no":32,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_animal-lord-mammoth-queen/"},{"slug":"bone-lord","desc":"","name":"Bone Lord","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":285,"hit_dice":"30d12+90","speed":{"walk":40},"strength":21,"dexterity":15,"constitution":16,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 90', passive Perception 20 ","languages":"Common","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Four Claws. Can replace one with one Tail attack."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target."},{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"special_abilities":[{"name":"Death-Infused Weapons","desc":"Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below)."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Master Tactician","desc":"It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated."},{"name":"Rejuvenation","desc":"As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body."},{"name":"Turning","desc":"[+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord."},{"name":"Fling","desc":"One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone."},{"name":"Servants of Death","desc":"The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8."},{"name":"Pattern of Death (Recharge 6)","desc":"Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt."}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_bone-lord/"},{"slug":"dragon-prismatic-ancient","desc":"","name":"Dragon, Prismatic Ancient","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"walk":50,"climb":40},"strength":25,"dexterity":10,"constitution":27,"intelligence":20,"wisdom":17,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 60', darkvision 120', passive Perception 27","languages":"Common, Draconic","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"Uses Frightful Presence then one Bite and two Claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, 15 ft., one target, 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, 10 ft., one target, 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, 20 ft., one target, 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"All it picks within 120' and aware of it frightened 1 min (DC 19 Wis negates) Can re-save at end of each of its turns. Save/effect ends: immune 24 hrs."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of the following:Light Beam. Emits beam of white light in a 120' line that is 10 ft. wide. Each creature in line: 90 (20d8) radiant (DC 23 Dex half).Rainbow Blast. Emits multicolored light in 90' cone. Each creature in area: 72 (16d8) damage (DC 23 Dex half). Dragon splits damage among acid cold fire lightning or poison choosing a number of d8s for each type totaling 16d8. Must choose at least two types."},{"name":"Spellcasting","desc":"Int (DC 20) no material components: At will: charm person dancing lights prismatic spray1/day: prismatic wall"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Detect","desc":"Makes a Wis (Perception) check."},{"name":"Tail Attack","desc":"Makes a tail attack."},{"name":"Cast a Spell (2)","desc":"Uses Spellcasting."},{"name":"Shimmering Wings (2)","desc":"Each creature within 20': DC 19 Wis save or take 16 (3d10) radiant and blinded until start of its next turn."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dragon-prismatic-ancient/"},{"slug":"dragon-sand-adult","desc":"","name":"Dragon, Sand Adult","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":270,"hit_dice":"20d12+140","speed":{"walk":40,"burrow":30,"fly":80},"strength":24,"dexterity":12,"constitution":25,"intelligence":14,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":9,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire","condition_immunities":"blinded","senses":"blindsight 60', darkvision 120', passive Perception 26","languages":"Common, Draconic, Terran","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one target, 16 (2d8+7) slashing damage."},{"name":"Frightful Presence","desc":"All it picks within 120' and aware of it frightened 1 min (DC 17 Wis negates) Can re-save at end of each of its turns. Save/effect ends: immune 24 hrs."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of the following:Sand Blast. Exhales superheated sand in a 60' cone. Each creature in area: 27 (5d10) piercing damage and 27 (5d10) fire (DC 21 Dex half). If a creature fails its save by 5+ it suffers one level of exhaustion as it dehydrates.Blinding Sand. Breathes fine sand in a 60' cone. Each creature in area: blinded for 1 min (DC 21 Con negates). Blinded creature can take an action to clear its eyes of sand ending effect for it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Detect","desc":"Makes a Wis (Perception) check."},{"name":"Tail Attack","desc":"Makes a tail attack."},{"name":"Wing Attack (2)","desc":"All within 15 feet: 14 (2d6+7) bludgeoning damage and knocked prone (DC 21 Wis negates). Can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Sand Camouflage","desc":"Advantage: Dex (Stealth) to hide in sandy terrain."},{"name":"Sandy Nature","desc":"Is infused with elemental power and it requires only half the air food and drink that a typical dragon if its size needs."},{"name":"Stinging Sand","desc":"1st time it hits target with melee weapon attack target: disadvantage attacks/ability checks til its next turn ends (DC 21 Con)."}],"spell_list":[],"page_no":144,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dragon-sand-adult/"},{"slug":"goblin-siege-engine","desc":"","name":"Goblin Siege Engine","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"acid, fire","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120', passive Perception 10","languages":"understands creator's languages but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 22 (3d10+6) bludgeoning damage."},{"name":"Acid Jet (Recharge 5-6)","desc":"Sprays jet of acid in 30' line by 5 ft. wide. Each creature in line: 40 (9d8) acid (DC 17 Dex half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adaptable Locomotion","desc":"Moving through difficult terrain doesn't cost it extra movement. In addition it has advantage on ability checks and saves made to escape a grapple or end the restrained condition."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Defensive Mount","desc":"Can serve as a mount for one Large creature up to 4 Med creatures or up to 6 Small or smaller creatures. While mounted creatures riding in siege engine's turret gain half cover."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":211,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_goblin-siege-engine/"},{"slug":"primordial-matriarch","desc":"","name":"Primordial Matriarch","size":"Gargantuan","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"","hit_points":313,"hit_dice":"19d20+114","speed":{"walk":0,"fly":120},"strength":18,"dexterity":30,"constitution":23,"intelligence":10,"wisdom":21,"charisma":18,"strength_save":1,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 120' (blind beyond), passive Perception 15","languages":"Primordial","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"Uses Storm Blast then two Elemental Lashes."},{"name":"Create Elementals","desc":"Magically creates up to 3d6 mephits 2 air earth fire or water elementals 2 ice elementals (Tome of Beasts 2) or 1 rockslide elemental (Tome of Beasts 3). Elementals arrive at start of her next turn acting as her allies and obeying her spoken commands. Elementals remain for 1 hr until she dies or until matriarch dismisses them as a bonus action. She can have any number of Elementals under her control at one time provided the combined total CR of the Elementals is no higher than 10."}],"bonus_actions":null,"reactions":[{"name":"Elemental Adaptation","desc":"When she would take acid cold fire lightning or thunder she can change the element selected with Roiling Elements to that type of damage gaining immunity to that damage type including the triggering damage."}],"legendary_desc":"","legendary_actions":[{"name":"Elemental Change","desc":"Changes the damage immunity granted by Roiling Elements."},{"name":"Fly","desc":"Up to half her flying speed with o provoking opportunity attacks."},{"name":"Create Elemental (2)","desc":"Uses Create Elementals."},{"name":"Return to Mother (3)","desc":"Absorbs Elemental within 10 ft. of her gaining temp hp equal to 10 times the CR of Elemental absorbed."}],"special_abilities":[{"name":"Elemental Attacks","desc":"Her weapon attacks are magical. When she hits with any weapon it deals extra 5d6 damage of Roiling Elements type."},{"name":"Elemental Aura","desc":"At start of each of her turns each creature within 5 ft. of her takes 10 (3d6) damage of Roiling Elements type. Creature that touches her or hits her with melee attack while within 10 ft. of her: 10 (3d6) damage of Roiling Elements type. Nonmagical weapon that hits her is destroyed after dealing damage."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Roiling Elements","desc":"At the start of each of her turns she chooses one of the following damage types: acid cold fire lightning or thunder. She has immunity to that damage type until the start of her next turn."},{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Elemental Lash","desc":"Melee Weapon Attack: +17 to hit, 15 ft., one target, 32 (4d10+10) bludgeoning damage + 17 (5d6) damage of the type determined by Roiling Elements."},{"name":"Storm Blast","desc":"The primordial matriarch emits elemental energy in a 90' cone. Each creature in the area: 21 (6d6) damage of the type determined by Roiling Elements and suffers one of the following effects depending on the damage type (DC 20 Dex half damage and no additional effect unless specified below).Acid Blast Fail: creature is covered in acid. At the start of each of its turns it takes 7 (2d6) acid until it or another creature takes an action to scrape or wash off the acid.Cold Blast Fail: creature is restrained by ice until end of its next turn or until it or another creature takes an action to break it free. Success: creature's speed is reduced by 10 ft. until end of its next turn.Fire Blast Fail: creature catches fire. Until it or another creature takes an action to douse the fire creature takes 7 (2d6) fire at the start of each of its turns.Lightning Blast Fail: creature incapacitated until end of its next turn. Succcess: creature can't take reactions until start of its next turn.Thunder Blast Fail: creature is deafened for 1 min. At the end of each of its turns a deafened creature can repeat the save ending deafness on itself on a success. Success: creature is deafened until the end of its next turn."}],"spell_list":[],"page_no":318,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_primordial-matriarch/"},{"slug":"ancientcavedragon-tob1-2023","desc":"False","name":"Ancient Cave Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":20,"armor_desc":"natural armor","hit_points":507,"hit_dice":"26d20 + 234","speed":{"walk":40,"burrow":40},"strength":30,"dexterity":12,"constitution":29,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":9,"constitution_save":17,"intelligence_save":null,"wisdom_save":11,"charisma_save":12,"perception":29,"skills":{"Perception":19,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"blinded, poisoned","senses":"blindsight 60 ft., tremorsense 120 ft., passive Perception 29","languages":"Common, Darakhul, Draconic","challenge_rating":"25","cr":25.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage."},{"name":"Claw","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black, poisonous gas in a 90-foot cone. Each target in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 91 (26d6) poison damage and is poisoned until cured by the greater restoration spell or similar magic. On a success, a creature takes half the damage and isn't poisoned."}],"bonus_actions":[],"reactions":[{"name":"Ruff Spikes","desc":"When a creature moves to a space within 10 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 25 Dexterity saving throw or take 13 (3d8) piercing damage and be prevented from entering that space."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Limb Sweep (Costs 2 Actions)","desc":"The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked prone."}],"special_abilities":[{"name":"Darkness Aura","desc":"The cave dragon emits magical darkness in a 30-foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful dispel magic (DC 15) cast on the dragon suppresses this aura for 1 minute."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Magical Tunneler","desc":"The cave dragon can burrow through any unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 15-foot diameter tunnel in its wake."},{"name":"Spiked Climb","desc":"The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction."}],"spell_list":[],"page_no":113,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ancient-cave-dragon/"},{"slug":"ancientmithraldragon-tob1-2023","desc":"False","name":"Ancient Mithral Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":20,"armor_desc":"natural armor","hit_points":490,"hit_dice":"28d20 + 196","speed":{"walk":80,"fly":40},"strength":12,"dexterity":26,"constitution":25,"intelligence":20,"wisdom":21,"charisma":20,"strength_save":null,"dexterity_save":15,"constitution_save":14,"intelligence_save":null,"wisdom_save":12,"charisma_save":12,"perception":29,"skills":{"History":12,"Insight":12,"Perception":19,"Persuasion":12,"Stealth":15},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"slashing","condition_immunities":"charmed","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 29","languages":"all, telepathy 120 ft.","challenge_rating":"22","cr":22.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 7th level or lower on the target."},{"name":"Claw","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 +8) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a DC 23 Constitution saving throw or lose 10 (3d6) 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 16 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing."},{"name":"Tail","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Shard Breath (Recharge 5-6)","desc":"The mithral dragon spits metallic shards in a 90-foot cone. Each creature in that area must succeed on a DC 22 Dexterity saving throw, taking 73 (21d6) 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. When a creature moves into or within the area, it takes 7 (2d6) slashing damage for every 5 feet it travels."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The dragon has advantage on saving throws against spells and other magical effects."},{"name":"Mithral Scales","desc":"If the dragon succeeds on a saving throw by 5 or more against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target."}],"spell_list":[],"page_no":120,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ancient-mithral-dragon/"},{"slug":"ancientwinddragon-tob1-2023","desc":"False","name":"Ancient Wind Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":20,"armor_desc":"natural armor","hit_points":351,"hit_dice":"19d20 +152","speed":{"walk":120,"fly":30},"strength":28,"dexterity":16,"constitution":26,"intelligence":18,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":10,"constitution_save":15,"intelligence_save":null,"wisdom_save":10,"charisma_save":12,"perception":27,"skills":{"Acrobatics":17,"Intimidation":12,"Perception":17,"Stealth":10},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"lightning","condition_immunities":"False","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 27","languages":"Common, Draconic, Primordial","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. it: 16 (2d6 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Tempest Breath (Recharge 5-6)","desc":"The dragon exhales a blast of stormy wind in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 36 (8d8) lightning damage and is pushed up to 45 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Nonmagical flames in the area are extinguished."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Freedom of Movement","desc":"The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Storm Sight","desc":"The dragon can see through areas obscured by fog, mist, clouds, or precipitation."},{"name":"Whirling Winds","desc":"Gale force winds rage around the dragon's body. Arrows, bolts, and other ordinary projectiles launched at the dragon are deflected upward and automatically miss. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected."}],"spell_list":[],"page_no":133,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ancient-wind-dragon/"},{"slug":"babayagashorsemen-tob1-2023","desc":"False","name":"Baba Yaga’s Horsemen","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":20,"armor_desc":"plate, shield","hit_points":171,"hit_dice":"18d8 + 90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":18,"skills":{"Arcana":7,"Athletics":10,"History":7,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 9 (2d8) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) damage of the type defined in Enchanted Weapons."},{"name":"Horseman's Bolt","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d6 + 4) damage of the type defined in Enchanted Weapons."},{"name":"Spellcasting","desc":"The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n3/day: phantom steed (as an action)\n2/day each: darkness (black night horseman only), daylight (bright day and red sun horsemen only), dimension door, fire shield\n1/day: plane shift (self and mount only)"}],"bonus_actions":[{"name":"Temporal Strike (Recharge 5-6)","desc":"One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a DC 17 Constitution saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a greater restoration spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Enchanted Weapons","desc":"The horseman's weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra 2d8 damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day)."},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw."},{"name":"Timeless Nature","desc":"The horseman doesn't age and doesn't require food, drink, or sleep."}],"spell_list":[],"page_no":30,"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_baba-yagas-horsemen/"},{"slug":"eyegolem-tob1-2023","desc":"False","name":"Eye Golem","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10 + 75","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":5,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":18,"skills":{"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 18","languages":"understands the languages of its creator but can’t speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage."},{"name":"Gaze of Ancient Light (Recharge 5-6)","desc":"The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Primal Voice of Doom","desc":"The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blinding Demise","desc":"When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead."},{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Light-Infused Fists","desc":"The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":216,"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_eye-golem/"},{"slug":"jotun-tob1-2023","desc":"False","name":"Jotun","size":"Gargantuan","type":"Giant","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":20,"armor_desc":"natural armor","hit_points":370,"hit_dice":"20d20 + 160","speed":{"walk":60},"strength":30,"dexterity":8,"constitution":26,"intelligence":18,"wisdom":20,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":15,"intelligence_save":null,"wisdom_save":12,"charisma_save":9,"perception":15,"skills":{"Arcana":11,"History":11,"Nature":11,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Giant","challenge_rating":"22","cr":22.0,"actions":[{"name":"Multiattack","desc":"The jotun can use its Frightful Presence. It then makes three Greatclub or Rock attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 27 (6d8) cold damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +17 to hit, range 60/240 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 27 (6d8) cold damage."},{"name":"Frightful Presence","desc":"Each creature of the jotun's choice within 120 feet of the jotun and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jotun's Frightful Presence for the next 24 hours."},{"name":"Icy Sweep (Recharge 5-6)","desc":"The jotun swings its ice-coated greatclub in a wide arc. Each creature within 20 feet of the jotun must make a DC 23 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and 54 (12d8) cold damage and is pushed up to 15 feet away from the jotun and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone."},{"name":"Spellcasting","desc":"The jotun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):\nAt will: earthquake, speak with animals\n3/day: bestow curse, gust of wind\n1/day: divination"}],"bonus_actions":[],"reactions":[{"name":"Rock Catching","desc":"If a rock or similar object is hurled at the jotun, the jotun can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Demigod's Vitality","desc":"The jotun's ability scores and hp maximum can't be reduced except by means of a wish spell."},{"name":"Icy Weapons","desc":"The jotun's weapon attacks are magical. When the jotun hits with any weapon, the weapon deals an extra 6d8 cold damage (included in the attack)."},{"name":"Magic Resistance","desc":"The jotun has advantage on saving throws against spells and other magical effects."},{"name":"Material Bound","desc":"The jotun is immune to any spell or effect that would force it to leave the Material Plane, unless the jotun wants to leave. It has disadvantage on saving throws against effects that would return it to the Material Plane from another plane of existence."},{"name":"Too Big to Notice","desc":"While the jotun remains motionless in nonmagical, natural terrain, it has advantage on Dexterity (Stealth) checks."}],"spell_list":[],"page_no":209,"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_jotun/"},{"slug":"skeinwitch-tob1-2023","desc":"False","name":"Skein Witch","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Neutral","armor_class":20,"armor_desc":"natural armor","hit_points":162,"hit_dice":"25d8 +50","speed":{"walk":30,"fly":30},"strength":6,"dexterity":12,"constitution":14,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":9,"charisma_save":9,"perception":23,"skills":{"History":7,"Insight":13,"Perception":13},"damage_vulnerabilities":"False","damage_resistances":"radiant","damage_immunities":"fire, lightning, psychic","condition_immunities":"False","senses":"truesight 60 ft., passive Perception 23","languages":"Celestial, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest."},{"name":"Inexorable Thread","desc":"Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (5d8 + 5) radiant damage."},{"name":"Destiny Distortion Wave (Recharge 5-6)","desc":"The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as incapacitated or poisoned, those conditions are randomly redistributed among all the creatures that failed the saving throw."},{"name":"Bind Fates (1/Day)","desc":"One creature within 60 feet of the skein witch must succeed on a DC 17 Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or heroes' feast spell or similar magic."}],"bonus_actions":[{"name":"Fate's Step","desc":"The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action."}],"reactions":[{"name":"Parry Spell","desc":"If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fate's Resistance (3/Day)","desc":"If the skein witch fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The skein witch has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":328,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_skein-witch/"},{"slug":"ancient-brass-dragon","desc":"","name":"Ancient Brass Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":20,"armor_desc":"natural armor","hit_points":297,"hit_dice":"17d20+119","speed":{"walk":40,"burrow":40,"fly":80},"strength":27,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":6,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":14,"skills":{"history":9,"perception":14,"persuasion":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 24","languages":"Common, Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","attack_bonus":14,"damage_dice":"2d10","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:\n**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) 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 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"16d6"},{"name":"Change Shape","desc":"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":290,"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_ancient-brass-dragon/"},{"slug":"ancient-white-dragon","desc":"","name":"Ancient White Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"White Dragon","alignment":"chaotic evil","armor_class":20,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"walk":40,"burrow":40,"fly":80,"swim":40},"strength":26,"dexterity":10,"constitution":26,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":14,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":13,"skills":{"perception":13,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 23","languages":"Common, Draconic","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.","attack_bonus":14,"damage_dice":"2d10+2d8","damage_bonus":8},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","attack_bonus":14,"damage_dice":"2d6","damage_bonus":8},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","attack_bonus":14,"damage_dice":"2d8","damage_bonus":8},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"16d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Ice Walk","desc":"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":288,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_ancient-white-dragon/"},{"slug":"dragon-turtle","desc":"","name":"Dragon Turtle","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":20,"armor_desc":"natural armor","hit_points":341,"hit_dice":"22d20+110","speed":{"walk":20,"swim":40},"strength":25,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Aquan, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.","attack_bonus":13,"damage_dice":"3d12","damage_bonus":7},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.","attack_bonus":13,"damage_dice":"2d8","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.","attack_bonus":13,"damage_dice":"3d12","damage_bonus":7},{"name":"Steam Breath (Recharge 5-6)","desc":"The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","attack_bonus":0,"damage_dice":"15d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon turtle can breathe air and water."}],"spell_list":[],"page_no":303,"environments":["Underwater","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_dragon-turtle/"},{"slug":"iron-golem","desc":"","name":"Iron Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"walk":30},"strength":24,"dexterity":9,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The golem makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","attack_bonus":13,"damage_dice":"3d8","damage_bonus":7},{"name":"Sword","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.","attack_bonus":13,"damage_dice":"3d10","damage_bonus":7},{"name":"Poison Breath (Recharge 5-6)","desc":"The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"10d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Absorption","desc":"Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":317,"environments":["Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_iron-golem/"},{"slug":"roper","desc":"","name":"Roper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":10,"climb":10},"strength":18,"dexterity":8,"constitution":17,"intelligence":7,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d8","damage_bonus":4},{"name":"Tendril","desc":"Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.","attack_bonus":7},{"name":"Reel","desc":"The roper pulls each creature grappled by it up to 25 ft. straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."},{"name":"Grasping Tendrils","desc":"The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it."},{"name":"Spider Climb","desc":"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":342,"environments":["Underdark","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_roper/"},{"slug":"graknork","desc":"Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light._  \n**Terror of the North.** The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world.  \n**Great Blue Eye.** While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.","name":"Graknork","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"swim":30,"walk":50},"strength":25,"dexterity":18,"constitution":21,"intelligence":5,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 16","languages":"—","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.","attack_bonus":12,"damage_dice":"3d10+7"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.","attack_bonus":12,"damage_dice":"3d8+7"},{"name":"Eye Ray","desc":"Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.","attack_bonus":9,"damage_dice":"5d6"},{"name":"Freezing Eye (Recharge 5-6)","desc":"The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The graknork has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":182,"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_graknork/"},{"slug":"adult-flame-dragon","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Adult Flame Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":212,"hit_dice":"17d12+102","speed":{"walk":40,"climb":40,"fly":80},"strength":19,"dexterity":14,"constitution":23,"intelligence":17,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":12,"skills":{"deception":10,"insight":7,"perception":12,"persuasion":10,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60ft, darkvision 120ft, passive Perception 22","languages":"Common, Draconic, Giant, Ignan, Infernal, Orc","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Shifting Flames","desc":"The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Fire Incarnate","desc":"All fire damage dealt by the dragon ignores fire resistance but not fire immunity."}],"spell_list":[],"page_no":129,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-flame-dragon/"},{"slug":"adult-sea-dragon","desc":"_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.","name":"Adult Sea Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"fly":80,"swim":60},"strength":25,"dexterity":10,"constitution":23,"intelligence":17,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60ft, darkvision 120ft, passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":135,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-sea-dragon/"},{"slug":"adult-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Adult Void Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":229,"hit_dice":"17d12+119","speed":{"hover":true,"walk":40,"fly":80},"strength":24,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":11,"skills":{"arcana":13,"history":13,"perception":11,"persuasion":10,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60ft, darkvision 120ft, passive Perception 21","languages":"Common, Draconic, Void Speech","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8"},{"name":"Aura of Madness","desc":"As ancient void dragon, with DC 18 Wisdom saving throw."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one."},{"name":"Teleport","desc":"The dragon magically teleports to any open space within 100 feet."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet."},{"name":"Void Cache (Costs 3 Actions)","desc":"The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard."}],"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":139,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-void-dragon/"},{"slug":"adult-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Adult Wind Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":237,"hit_dice":"19d12+114","speed":{"walk":40,"fly":90},"strength":24,"dexterity":19,"constitution":22,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":10,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":14,"skills":{"acrobatics":10,"intimidation":10,"perception":14,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 24","languages":"Common, Draconic, Primordial","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.","attack_bonus":13,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":13,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day: lightning bolt"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The dragon has advantage on saving throws against spells and other magical effects."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."},{"name":"Whirling Winds","desc":"Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage."}],"spell_list":[],"page_no":143,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-wind-dragon/"},{"slug":"cambium","desc":"_Unfolding impossibly from beneath voluminous robes, this creature’s pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature._  \n**Hunched and Robed.** The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms.  \n**Devours Bodily Humors.** The source of a cambium’s interest lies in every mortal body: the four humors, which it drains in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums meant for sale in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium’s every whim as servants and toadies.  \n**Abandons Victims.** After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so.","name":"Cambium","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":264,"hit_dice":"23d10+138","speed":{"walk":40},"strength":21,"dexterity":16,"constitution":23,"intelligence":17,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":8,"wisdom_save":8,"charisma_save":9,"perception":8,"skills":{"arcana":8,"deception":9,"insight":8,"medicine":8,"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Draconic, Infernal","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cambium makes four needle fingers attacks."},{"name":"Needle Fingers","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.","attack_bonus":10,"damage_dice":"3d10"},{"name":"Ability Damage (3/Day)","desc":"When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point."},{"name":"Imbalance Humors (3/Day)","desc":"When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:"},{"name":"Sanguine Flux: The target cannot be healed","desc":"The target cannot be healed-naturally or magically-until after their next long rest."},{"name":"Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds","desc":"The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends."},{"name":"Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds","desc":"The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends."},{"name":"Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect","desc":"A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components:\n\nconstant: levitate\n\nat will: alter self, detect thoughts, hold person, plane shift, spare the dying\n\n3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal\n\n1/day: finger of death"}],"spell_list":[],"page_no":51,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cambium/"},{"slug":"hraesvelgr-the-corpse-swallower","desc":"","name":"Hraesvelgr The Corpse Swallower","size":"Huge","type":"Giant","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":241,"hit_dice":"21d12+105","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":20,"intelligence":16,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"athletics":13,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"exhaustion","senses":"passive Perception 19","languages":"Auran, Common, Giant (can't speak in roc form)","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Hraesvelgr makes two attacks."},{"name":"Beak (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":13,"damage_dice":"4d8+7"},{"name":"Fist (Giant Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.","attack_bonus":13,"damage_dice":"3d8+7"},{"name":"Talons (Roc Form Only)","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.","attack_bonus":13,"damage_dice":"4d6+7"},{"name":"Gale Blast (recharge 5-6)","desc":"Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Attack","desc":"Hraesvelgr makes a fist or talon attack."},{"name":"Move (2 actions)","desc":"Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone."},{"name":"Swallow (3 actions, Roc Form Only)","desc":"Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone."}],"special_abilities":[{"name":"Innate Spellcasting","desc":"hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather"},{"name":"Keen Sight (Roc Form Only)","desc":"Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight."},{"name":"Legendary Resistance (3/day)","desc":"If Hraesvelgr fails a saving throw, he can choose to succeed instead."},{"name":"Shapechanger","desc":"Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back."},{"name":"Hraesvelgr's Lair","desc":"on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success."},{"name":"Regional Effects","desc":"the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days."}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_hraesvelgr-the-corpse-swallower/"},{"slug":"mask-wight","desc":"_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._  \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived.  \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years.  \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history.  \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind.  \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.","name":"Mask Wight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d8+126","speed":{"walk":40},"strength":22,"dexterity":18,"constitution":24,"intelligence":15,"wisdom":16,"charisma":18,"strength_save":11,"dexterity_save":9,"constitution_save":12,"intelligence_save":7,"wisdom_save":8,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious","senses":"darkvision 60 ft., truesight 30 ft., passive Perception 13","languages":"Common, Giant, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack."},{"name":"Khopesh of Oblivion","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.","attack_bonus":11,"damage_dice":"3d8"},{"name":"Enervating Spiked Gauntlet","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Wail of the Forgotten (Recharge 6)","desc":"The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate"},{"name":"Single-minded Purpose","desc":"The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself."}],"spell_list":[],"page_no":285,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mask-wight/"},{"slug":"orobas-devil","desc":"_Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet._  \nThe orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils.  \n**Horse-Headed but Wise.** When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come.  \n**Masters of Deceit.** When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact.  \n**Surrounded by Lessers.** Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future.","name":"Orobas Devil","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":19,"armor_desc":"natural armor","hit_points":261,"hit_dice":"14d10+126","speed":{"walk":40},"strength":26,"dexterity":14,"constitution":28,"intelligence":23,"wisdom":26,"charisma":21,"strength_save":12,"dexterity_save":7,"constitution_save":14,"intelligence_save":null,"wisdom_save":13,"charisma_save":null,"perception":13,"skills":{"deception":10,"history":11,"insight":13,"perception":13,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 90 ft., passive Perception 23","languages":"Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage."},{"name":"Flail","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage."},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Knowing (3/day)","desc":"An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check."},{"name":"Magic Resistance","desc":"The orobas has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The orobas's weapon attacks are magical."},{"name":"Sage Advice","desc":"An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination."},{"name":"Innate Spellcasting","desc":"the orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: detect evil and good\n\nat will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)\n\n5/day each: bestow curse, fireball, scorching ray\n\n3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire\n\n1/day each: eyebite, find the path, foresight"}],"spell_list":[],"page_no":111,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_orobas-devil/"},{"slug":"slow-storm","desc":"_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._  \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain.  \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm.  \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack.  \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.","name":"Slow Storm","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"","hit_points":225,"hit_dice":"18d12+108","speed":{"hover":true,"walk":0,"fly":60},"strength":20,"dexterity":19,"constitution":22,"intelligence":11,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire","damage_immunities":"lightning","condition_immunities":"prone","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 13","languages":"Common, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.","attack_bonus":10,"damage_dice":"4d12"},{"name":"Static Shock (Recharge 5-6)","desc":"The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bone Wrack","desc":"When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity."},{"name":"Innate Spellcasting","desc":"the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning"},{"name":"Storm Form","desc":"A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind."}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_slow-storm/"},{"slug":"star-drake","desc":"_Twinkling motes of light move around this draconic creature’s body like stars, their reflections twinkling across its metallic scales._  \n**Returned Travelers.** A drake’s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return quite clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake.  \n**Mortal Protectors.** Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. Occasionally, they lead extraplanar incursions to make it clear outsiders are unwelcome.  \n**Glimmering Lights.** A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb.","name":"Star Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40,"fly":100},"strength":20,"dexterity":17,"constitution":21,"intelligence":16,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":8,"wisdom_save":12,"charisma_save":10,"perception":12,"skills":{"arcana":8,"history":8,"insight":12,"perception":12,"religion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, frightened, paralyzed, unconscious","senses":"truesight 120 ft., passive Perception 22","languages":"Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":10,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6"},{"name":"Breath Weapon (Recharge 5-6)","desc":"The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw."},{"name":"Searing Star (1/Day)","desc":"Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.","attack_bonus":12,"damage_dice":"10d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The drake can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite Attack","desc":"The drake makes one bite attack."},{"name":"Nova (Costs 2 Actions)","desc":"The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova."},{"name":"Pale Sparks","desc":"The drake casts faerie fire or moonbeam."}],"special_abilities":[{"name":"Legendary Resistance (2/day)","desc":"If the star drake fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The drake's weapon attacks are magical."},{"name":"Nimbus of Stars","desc":"The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted."},{"name":"Innate Spellcasting","desc":"the drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: faerie fire, moonbeam\n\n3/day: plane shift\n\n1/day each: gate, planar binding"}],"spell_list":[],"page_no":156,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_star-drake/"},{"slug":"urochar-strangling-watcher","desc":"_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._  \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the  \n_**River Styx.**_  \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror.  \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.","name":"Urochar (Strangling Watcher)","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":20},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":8,"skills":{"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 19","languages":"understands Darakhul and Void Speech","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The watcher makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.","attack_bonus":13,"damage_dice":"3d8"},{"name":"Paralyzing Gaze (Recharge 5-6)","desc":"The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Crush Attack","desc":"The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage."},{"name":"Tentacle Attack","desc":"The watcher makes one tentacle attack."},{"name":"Tentacle Leap (Costs 2 Actions)","desc":"Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar."}],"special_abilities":[{"name":"Death Throes","desc":"When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success."},{"name":"Innate Spellcasting","desc":"the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility"},{"name":"Spider Climb","desc":"The watcher can climb any surface, including upside down on ceilings, without making an ability check."},{"name":"Squeeze","desc":"Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_urochar-strangling-watcher/"},{"slug":"xhkarsh","desc":"_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.","name":"Xhkarsh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural and mystic armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50,"climb":30},"strength":17,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"insight":6,"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 16","languages":"Common, Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The xhkarsh makes two claw attacks and two stinger attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Seize Strand","desc":"The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."},{"name":"Invisibility","desc":"The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":412,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_xhkarsh/"},{"slug":"adult_black_dragon_bf","desc":"","name":"Adult Black Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":238,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":24,"dexterity":24,"constitution":30,"intelligence":14,"wisdom":24,"charisma":26,"strength_save":7,"dexterity_save":7,"constitution_save":10,"intelligence_save":2,"wisdom_save":7,"charisma_save":8,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage plus 4 (1d8) acid damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Acidic Vapors","desc":"After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 18 CON save or be poisoned until the start of its next turn."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-black-dragon/"},{"slug":"adult_blue_dragon_bf","desc":"","name":"Adult Blue Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":267,"hit_dice":"","speed":{"walk":40,"burrow":30,"fly":80},"strength":24,"dexterity":20,"constitution":32,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":7,"dexterity_save":5,"constitution_save":11,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 DEX save, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Charged Hide","desc":"When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 19 CON save or be incapacitated until the start of its next turn."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-blue-dragon/"},{"slug":"adult_bronze_dragon_bf","desc":"","name":"Adult Bronze Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":255,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":24,"dexterity":20,"constitution":32,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":7,"dexterity_save":5,"constitution_save":11,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +12 to hit, reach 10 ft., one target. _Hit:_ 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +12 to hit, reach 15 ft., one target. _Hit:_ 16 (2d8+7) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 DEX save, taking 60 (11d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Repulsion Breath (Recharge 6)","desc":"The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 STR save or be pushed up to 30 feet away from the dragon."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 DEX save or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."},{"name":"Lightning Extraction","desc":"As the **young bronze dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 19."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-bronze-dragon/"},{"slug":"adult_gold_dragon_bf","desc":"","name":"Adult Gold Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":26,"constitution":36,"intelligence":18,"wisdom":32,"charisma":30,"strength_save":8,"dexterity_save":8,"constitution_save":13,"intelligence_save":4,"wisdom_save":11,"charisma_save":10,"perception":27,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Weakening Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Weakening Breath (Recharge 6)","desc":"As the **gold dragon wyrmling**, except it is a 60-foot cone, and the save DC is 21."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Golden Splendor","desc":"As the **young gold dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 21."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-gold-dragon/"},{"slug":"adult_green_dragon_bf","desc":"","name":"Adult Green Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":255,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":22,"constitution":30,"intelligence":22,"wisdom":24,"charisma":26,"strength_save":6,"dexterity_save":6,"constitution_save":10,"intelligence_save":6,"wisdom_save":7,"charisma_save":8,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage plus 7 (2d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8+6) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 CON save, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to poison damage until the end of its next turn. A target resistant to poison damage isn't resistant to it for the duration. A target immune to poison damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 DEX save or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Hallucinogenic Gas","desc":"After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 20 feet of the dragon must succeed on a DC 18 WIS save or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-green-dragon/"},{"slug":"adult_red_dragon_bf","desc":"","name":"Adult Red Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":301,"hit_dice":"","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":22,"constitution":36,"intelligence":16,"wisdom":24,"charisma":32,"strength_save":8,"dexterity_save":6,"constitution_save":13,"intelligence_save":3,"wisdom_save":7,"charisma_save":11,"perception":23,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage plus 7 (2d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Boil Over","desc":"When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 20 feet of the dragon must succeed on a DC 21 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-red-dragon/"},{"slug":"adult_silver_dragon_bf","desc":"","name":"Adult Silver Dragon","size":"huge","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":267,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":26,"dexterity":20,"constitution":34,"intelligence":16,"wisdom":24,"charisma":28,"strength_save":8,"dexterity_save":5,"constitution_save":12,"intelligence_save":3,"wisdom_save":7,"charisma_save":9,"perception":22,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 60 ft.","languages":"Common,Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +13 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +13 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +13 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage."},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 CON save, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Paralyzing Breath (Recharge 6)","desc":"As the **silver dragon wyrmling**, except it is a 60-foot cone, and the save DC is 20."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Elemental Roar (Costs 2 Actions)","desc":"The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 17 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks."}],"special_abilities":[{"name":"Freezing Fog","desc":"As the **young silver dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 20."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a save, it can choose to succeed instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_adult-silver-dragon/"},{"slug":"balor_bf","desc":"","name":"Balor","size":"huge","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":292,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":38,"dexterity":14,"constitution":34,"intelligence":20,"wisdom":28,"charisma":34,"strength_save":14,"dexterity_save":2,"constitution_save":12,"intelligence_save":5,"wisdom_save":9,"charisma_save":12,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience","damage_immunities":"fire,Demonic Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Abyssal,telepathy 120 ft.","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The balor makes one Gore attack, one Longsword attack, and one Whip attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) piercing damage plus 13 (3d8) fire damage."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 21 (3d8+8) slashing damage, or 24 (3d10+8) slashing damage if used with two hands, plus 13 (3d8) fire damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice."},{"name":"Whip","desc":"_Melee Weapon Attack:_ +14 to hit, reach 30 ft., one target. _Hit:_ 15 (3d4+8) slashing damage plus 13 (3d8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor."}],"bonus_actions":[{"name":"Teleport","desc":"The balor magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Demonic Flames","desc":"Creatures resistant to fire damage aren't resistant to fire damage dealt by the balor. Creatures immune to fire damage are still immune to the balor's fire damage."},{"name":"Demonic Resilience","desc":"The balor is resistant to cold and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Diving Assault","desc":"If the balor is flying and moves at least 30 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 20 STR save or be knocked prone. If the target is prone, the balor can make one Longsword attack against it as a bonus action."},{"name":"Flaming Weapons","desc":"The balor's weapon attacks are magical. When the balor hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack)."},{"name":"Fire Aura","desc":"At the start of each of the balor's turns, each creature within 10 feet of it takes 13 (3d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite."},{"name":"Magic Resistance","desc":"The balor has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_balor/"},{"slug":"pit_fiend_bf","desc":"","name":"Pit Fiend","size":"large","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":323,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":26,"dexterity":26,"constitution":36,"intelligence":22,"wisdom":30,"charisma":24,"strength_save":8,"dexterity_save":8,"constitution_save":13,"intelligence_save":6,"wisdom_save":10,"charisma_save":7,"perception":20,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Devilish Resilience","damage_immunities":"charmed,frightened,Devilish Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The pit fiend makes one Bite attack, one Gore attack, one Mace attack, and one Tail attack, or it makes four Hurl Flame attacks. If two Hurl Flame attacks hit one creature, each creature within 10 feet of the target must make a DC 21 DEX save as the fire bursts outward from the target, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) piercing damage plus 14 (4d6) fire damage and 13 (3d8) poison damage. The target must succeed on a DC 21 CON save or be poisoned. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 17 (2d8+8) piercing damage plus 14 (4d6) fire damage."},{"name":"Mace","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 15 (2d6+8) bludgeoning damage plus 14 (4d6) fire damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 24 (3d10+8) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 21 STR save or be knocked prone."},{"name":"Hurl Flame","desc":"_Ranged Spell Attack:_ +10 to hit, range 120 ft., one target. _Hit:_ 25 (6d6+4) fire damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aura of the Devil Lord","desc":"Each hostile creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 21 WIS save or be frightened until the start of its next turn. Each friendly devil within 20 feet of the pit fiend is immune to the charmed and frightened conditions and has advantage on the first attack roll it makes on each of its turns."},{"name":"Devilish Resilience","desc":"The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."},{"name":"Flaming Weapons","desc":"The pit fiend's weapon attacks are magical. When the fiend hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)."},{"name":"Magic Resistance","desc":"The pit fiend has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_pit-fiend/"},{"slug":"planetar_bf","desc":"","name":"Planetar","size":"large","type":"Celestial","subtype":"Angel","group":"Angels","alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":242,"hit_dice":"","speed":{"walk":40,"fly":120},"strength":24,"dexterity":20,"constitution":34,"intelligence":18,"wisdom":32,"charisma":32,"strength_save":7,"dexterity_save":5,"constitution_save":12,"intelligence_save":4,"wisdom_save":11,"charisma_save":11,"perception":21,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Angelic Resilience","damage_immunities":"Angelic Resilience","condition_immunities":"","senses":"truesight 120 ft.","languages":"all,telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The planetar makes two Greatsword attacks, or it makes three Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Radiant Bolt attacks hit one creature, the target must succeed on a DC 19 CON save or be blinded until the end of its next turn."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6+7) slashing damage plus 31 (7d8) radiant damage."},{"name":"Radiant Bolt","desc":"_Ranged Spell Attack:_ +11 to hit, range 60 ft., one target. _Hit:_ 33 (6d8+6) radiant damage."},{"name":"Radiant Burst (Recharge 6)","desc":"A pulse of divine power ripples out from the planetar's golden halo. Each hostile creature within 15 feet of the planetar must make a DC 19 DEX save, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 15 feet of the planetar is empowered with divine energy and has advantage on all melee attack rolls it makes before the start of the planetar's next turn."},{"name":"Healing Touch (4/Day)","desc":"The planetar touches another creature. The target magically regains 30 (6d8+3) HP and is freed from any curse, disease, poison, blindness, or deafness."},{"name":"Spellcasting","desc":"The planetar casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 19).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _daylight_, _raise dead_ (as an action)"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angelic Resilience","desc":"The planetar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions."},{"name":"Angelic Senses","desc":"The planetar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated."},{"name":"Angelic Weapons","desc":"The planetar's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack)."},{"name":"Divine Awareness","desc":"The planetar knows if it hears a lie."},{"name":"Divine Protection","desc":"Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the planetar."},{"name":"Immortal Nature","desc":"The planetar doesn't require food, drink, or sleep."},{"name":"Magic Resistance","desc":"The planetar has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_planetar/"},{"slug":"xorn_bf","desc":"","name":"Xorn","size":"medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":111,"hit_dice":"","speed":{"walk":20,"burrow":20},"strength":16,"dexterity":10,"constitution":22,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":3,"dexterity_save":0,"constitution_save":6,"intelligence_save":0,"wisdom_save":0,"charisma_save":0,"perception":16,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"piercing and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft.","languages":"Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The xorn makes one Bite attack and three Claw attacks, or it makes three Lob Stone attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."},{"name":"Lob Stone","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 12 (2d8+3) bludgeoning damage."}],"bonus_actions":[{"name":"Shard Belch","desc":"The xorn belches a mixture of stomach gas and crystalline shards in a 15-foot cone. Each creature in the area must succeed on a DC 14 DEX save or be coated in miniscule, crystalline shards until the end of its next turn. A creature coated in shards suffers bouts of pain each time it moves, reducing its speed by 10 feet and imposing disadvantage on all weapon attack rolls."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Earth Glide","desc":"The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material through which it moves."},{"name":"Stone Camouflage","desc":"The xorn's Stealth is 18 while in rocky terrain."},{"name":"Treasure Sense","desc":"The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_xorn/"},{"slug":"adult-black-dragon-a5e","desc":"","name":"Adult Black Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":20,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{"history":8,"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Acid Spit","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales sizzling acid in a 60-foot-long  5-foot-wide line. Each creature in that area makes a DC 19 Dexterity saving throw  taking 63 (14d8) acid damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Darkness","desc":"The dragon creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Ambusher","desc":"When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."},{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to mud. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Ruthless (1/Round)","desc":"After scoring a critical hit on its turn, the dragon can immediately make one claw attack."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, pass without trace, legend lore, speak with dead"}],"spell_list":[],"page_no":102,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-black-dragon/"},{"slug":"adult-black-dragon-lich-a5e","desc":"","name":"Adult Black Dragon Lich","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":40,"fly":80,"swim":40},"strength":22,"dexterity":14,"constitution":20,"intelligence":14,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{"history":8,"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, necrotic, poison","condition_immunities":"charmed, fatigued, frightened, paralyzed, poisoned","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Acid Spit."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) acid damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite or use Acid Spit against another target."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Acid Spit","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 19 Dexterity saving throw. The creature takes 22 (4d10) acid damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing acid damage. A creature can use an action to end the ongoing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales sizzling acid or necrotic energy in a 60-foot-long  5-foot-wide line. Each creature in that area makes a DC 19 Dexterity saving throw  taking 31 (7d8) acid damage and 31 (7d8) necrotic damage on a failed save or half damage on a success. A creature that fails the save is blinded until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Darkness","desc":"The dragon creates a 20-foot-radius sphere of magical darkness originating from a point it can see within 120 feet. Darkvision can't penetrate this darkness. The darkness lasts for 1 minute or until the dragon uses this action again."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 17 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Ambusher","desc":"When submerged in water, the dragon has advantage on Stealth checks. If the dragon hits a creature that can't see it with its bite, it can deal piercing damage and grapple the target simultaneously."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each: animate dead, fog cloud, legend lore, pass without trace, speak with dead"}],"spell_list":[],"page_no":96,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-black-dragon-lich/"},{"slug":"adult-blue-dragon-a5e","desc":"","name":"Adult Blue Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":275,"hit_dice":"22d12+132","speed":{"walk":40,"burrow":30,"fly":80,"swim":30},"strength":24,"dexterity":10,"constitution":22,"intelligence":16,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{"perception":8,"stealth":6,"survival":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, one more","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can use Arc Lightning."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) lightning damage."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Arc Lightning","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 20 Dexterity saving throw. The creature takes 16 (3d10) lightning damage on a failure or half damage on a success. Also on a failure  the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn  and repeat the effect against it  possibly causing the lightning to jump again."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 90-foot-long  5-foot wide-line of lightning. Each creature in that area makes a DC 20 Dexterity saving throw  taking 77 (14d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn."},{"name":"Quake","desc":"While touching natural ground  the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 20 Strength saving throw  taking 11 (2d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand  it also sinks partially  becoming restrained as well. A creature restrained in this way can spend half its movement to escape."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 20 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Quake (Costs 2 Actions)","desc":"The dragon uses its Quake action."}],"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern"}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-blue-dragon/"},{"slug":"adult-earth-dragon-a5e","desc":"","name":"Adult Earth Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":287,"hit_dice":"23d12+138","speed":{"walk":40,"fly":40,"burrow":60},"strength":22,"dexterity":14,"constitution":22,"intelligence":22,"wisdom":14,"charisma":20,"strength_save":12,"dexterity_save":null,"constitution_save":12,"intelligence_save":8,"wisdom_save":8,"charisma_save":7,"perception":null,"skills":{"athletics":12,"insight":8,"nature":12,"perception":8},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 90 ft., passive Perception 21","languages":"Common, Draconic, Terran","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its slam. In place of its bite attack  it can use Rock Spire."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Instead of dealing piercing damage  the dragon can grapple the target (escape DC 20)  and a Large or smaller creature grappled in this way is restrained. While grappling a creature  the dragon can't bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Scouring Breath (Recharge 5-6)","desc":"The dragon exhales scouring sand and stones in a 60-foot cone. Each creature in that area makes a DC 20 Dexterity saving throw  taking 56 (16d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn."},{"name":"Rock Spire","desc":"A permanent  25-foot-tall  5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 19 Dexterity saving throw  taking 13 (3d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled at the top of the spire. A creature can use an action to make a DC 12 Strength check  freeing the implaced creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16  30 hit points and immunity to poison and psychic damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Shake the Foundation","desc":"The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 20 Dexterity saving throw, falling prone on a failure."},{"name":"Slam Attack (Costs 2 Actions)","desc":"The dragon makes a slam attack."},{"name":"Entomb (While Bloodied","desc":"The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 15 Strength check, freeing an entombed creature on a success."}],"special_abilities":[{"name":"Earth Glide","desc":"The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"False Appearance","desc":"While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."},{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its movement is halved until the end of its next turn."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone"}],"spell_list":[],"page_no":127,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-earth-dragon/"},{"slug":"adult-gold-dragon-a5e","desc":"","name":"Adult Gold Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":324,"hit_dice":"24d12+168","speed":{"walk":40,"fly":80,"swim":40},"strength":26,"dexterity":14,"constitution":24,"intelligence":16,"wisdom":14,"charisma":24,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":13,"perception":null,"skills":{"insight":8,"perception":8,"persuasion":13,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, one more","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks with its bite and twice with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 9 (2d8) fire damage."},{"name":"Claws","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Greatsword (Humanoid Form Only)","desc":"Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage."},{"name":"Molten Spit","desc":"The dragon targets one creature within 60 feet  forcing it to make a DC 25 Dexterity saving throw. The creature takes 27 (5d10) fire damage on a failure or half on a success. Liquid gold pools in a 5-foot-square occupied by the creature and remains hot for 1 minute. A creature that ends its turn in the gold or enters it for the first time on a turn takes 22 (4d10) fire damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Molten Breath","desc":"The dragon exhales molten gold in a 90-foot cone. Each creature in the area makes a DC 25 Dexterity saving throw  taking 88 (16d10) fire damage on a failed save or half damage on a success. A creature that fails the saving throw is covered in a shell of rapidly cooling gold  reducing its Speed to 0. A creature can use an action to break the shell  ending the effect."},{"name":"Weakening Breath","desc":"The dragon exhales weakening gas in a 90-foot cone. Each creature in the area must succeed on a DC 25 Constitution saving throw or suffer disadvantage on weapon attack rolls for 1 minute. A weakened creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Change Shape","desc":"The dragon magically takes the shape of a humanoid or beast  or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form  the dragons stats are unchanged except for its size. It can't use Molten Spit  Breath Weapons  Tail Attack  or Wing Attack except in dragon form. In beast form  it can attack only with its bite and claws  if appropriate to its form. If the beast form is Large or smaller  the reach of these attacks is reduced to 5 feet. In humanoid form  it can attack only with its greatsword."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."},{"name":"Vanguard","desc":"When another creature the dragon can see within 20 feet is hit by an attack, the dragon deflects the attack, turning the hit into a miss."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 25 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."},{"name":"Fiery Reprisal (Costs 2 Actions)","desc":"The dragon uses Molten Spit against the last creature to deal damage to it."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales melt away, forming pools of molten gold. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Valor","desc":"Creatures of the dragons choice within 30 feet gain a +2 bonus to saving throws and are immune to the charmed and frightened conditions."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:bless, healing word,banishment, greater restoration"}],"spell_list":[],"page_no":172,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-gold-dragon/"},{"slug":"adult-red-dragon-a5e","desc":"","name":"Adult Red Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"","hit_points":310,"hit_dice":"23d12+161","speed":{"walk":40,"climb":40,"fly":80},"strength":26,"dexterity":10,"constitution":24,"intelligence":16,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":11,"perception":null,"skills":{"intimidation":11,"perception":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Common, Draconic, one more","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The dragon attacks once with its bite and twice with its claws. In place of its bite attack  it can Spit Fire."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 4 (1d8) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage  and the dragon pushes the target 10 feet away."},{"name":"Cruel Tyranny","desc":"The dragon snarls and threatens its minions  driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage."},{"name":"Spit Fire","desc":"The dragon targets a creature within 60 feet  forcing it to make a DC 21 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales a blast of fire in a 60-foot cone. Each creature in that area makes a DC 21 Dexterity saving throw  taking 73 (21d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage  it is frightened of the dragon. A creature can use an action to end the ongoing damage."}],"bonus_actions":null,"reactions":[{"name":"Tail Attack","desc":"When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it."}],"legendary_desc":"","legendary_actions":[{"name":"The dragon can take 3 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Cruel Tyranny","desc":"The dragon uses its Cruel Tyranny action."},{"name":"Roar","desc":"Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours."},{"name":"Wing Attack","desc":"The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest."},{"name":"Searing Heat","desc":"A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 7 (2d6) fire damage."},{"name":"Volcanic Tyrant","desc":"The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava."},{"name":"Innate Spellcasting","desc":"The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_adult-red-dragon/"}]}