{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=35","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=33","results":[{"slug":"repository","desc":"A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._  \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities.  \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies.  \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.  \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.","name":"Repository","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":19,"dexterity":10,"constitution":18,"intelligence":16,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"all","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The repository makes two slash attacks."},{"name":"Slash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Language Lash (Recharge 5-6)","desc":"The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The repository is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The repository has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The repository's weapon attacks are magical."},{"name":"Self-Destruct","desc":"If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one."}],"spell_list":[],"page_no":306,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_repository/"},{"slug":"righteous-sentinel","desc":"Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. It holds up its reflective shield, a disc-like extension of its metallic forearm._  \nTreasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face-to-face with a righteous sentinel, eager to repel them.  \n**Keepers of Horror.** Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within.  \n**Abhors Violence.** Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature’s soul back toward it, which is often enough to horrify even the most evil of monsters.  \n**Construct Nature.** The righteous sentinel does not require air, food, drink, or sleep.","name":"Righteous Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful good","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":30},"strength":21,"dexterity":10,"constitution":18,"intelligence":8,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 16","languages":"Celestial, Common","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The righteous sentinel makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d10+5"},{"name":"Warp Reflection (Recharge 6)","desc":"The righteous sentinel points its shield at a creature within 30 feet of it. If the target can see the sentinel's shield, the target must make a DC 15 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. An evil-aligned target has disadvantage on this saving throw. At the start of each of the frightened creature's turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Reflective Retribution","desc":"The sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the sentinel must see the attacker. If the attack misses, the attacker takes 11 (2d10) psychic damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The sentinel is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The sentinel has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The sentinel's weapon attacks are magical."},{"name":"Reflective Aggression","desc":"The sentinel has disadvantage on attack rolls against creatures that haven't hit it within the last minute. In addition, it has advantage on attack rolls against a creature if the creature dealt damage to it in the previous round."},{"name":"Spell-Deflecting Mirror","desc":"Any time the sentinel is targeted by a ranged spell attack roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target."}],"spell_list":[],"page_no":307,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_righteous-sentinel/"},{"slug":"rum-lord","desc":"A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other._  \n**Drunken Kings.** Rum lords attract other Open Game License","name":"Rum Lord","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":78,"hit_dice":"12d6+36","speed":{"climb":10,"walk":20,"swim":10},"strength":18,"dexterity":14,"constitution":17,"intelligence":12,"wisdom":9,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":6,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv."},{"name":"Ale Tap Scepter","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Broken Bottle Shiv","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Rotgut Belch (Recharge 6)","desc":"The rum lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn't covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum lord's green bile."},{"name":"Bring Me Another Round! (1/Day)","desc":"The rum lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Drunkenness","desc":"The rum lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin lord's Aura of Drunkenness for 24 hours."},{"name":"Hearty","desc":"The rum lord adds its Constitution modifier to its AC (included in the Armor Class)."},{"name":"Magic Resistance","desc":"The rum lord has advantage on saving throws against spells and other magical effects."},{"name":"One for the Road","desc":"When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage."},{"name":"Innate Spellcasting","desc":"The rum lord's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: prestidigitation\n3/day: command"}],"spell_list":[],"page_no":185,"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_rum-lord/"},{"slug":"runeswarm","desc":"A cloud of inky runes churns as some of the markings illuminate briefly._  \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings.  \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.","name":"Runeswarm","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":null,"hit_points":150,"hit_dice":"20d10+40","speed":{"walk":0,"fly":60},"strength":3,"dexterity":20,"constitution":15,"intelligence":2,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The runeswarm can use Runecast. It then makes two cutting runes attacks."},{"name":"Cutting Runes","desc":"Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.","attack_bonus":11,"damage_dice":"6d4"},{"name":"Runecast","desc":"The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The runeswarm has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":310,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_runeswarm/"},{"slug":"scribe-devil","desc":"A fiend with yellow skin covered in Infernal script examines a scroll as its pointed, ink-drenched tail twitches, eager to make corrections._  \nScribe devils are the ill-tempered authors of infernal contracts, which outline deals between mortals and devils.  \n**Masters of Legal Logic.** No fiends better understand the power of bureaucracy and a written contract than scribe devils. Able to draw up a contract for a deal at a moment’s notice, these devils carefully select every letter of a written deal. Typically, their ink-soaked tails craft documents that confuse and misdirect mortals into raw deals. If a fellow fiend gets on a scribe devil’s bad side or in the way, the scribe devil has no qualms about writing a bad contract for the fiend.  \n**Contract Makers.** Scribe devils make their documents from the skins of damned mortals acquired with the fiend’s knife-like claws. Their ink is the blood of Open Game License","name":"Scribe Devil","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30,"fly":30},"strength":14,"dexterity":16,"constitution":16,"intelligence":18,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":7,"wisdom_save":5,"charisma_save":6,"perception":4,"skills":{"deception":6,"insight":5,"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The scribe devil makes two attacks: one with its claws and one with its tail."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become blinded as its eyes turn black and fill with infernal ink. The condition can be removed with a greater restoration spell or similar magic. Alternatively, a creature with a healer's kit can drain the ink from a blinded creature's eyes with a successful DC 14 Wisdom (Medicine) check. If this check fails by 5 or more, the attempt to drain the ink instead removes the blinded creature's eyes and the creature takes 21 (6d6) piercing damage.","attack_bonus":6,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the scribe's darkvision."},{"name":"Magic Resistance","desc":"The scribe has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The scribe devil's spellcasting ability is Intelligence (spell save DC 15). The devil can innately cast the following spells, requiring no material components:\nAt will: detect magic, illusory script\n3/day each: dispel magic, zone of truth\n1/day each: glyph of warding, modify memory"}],"spell_list":[],"page_no":318,"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_scribe-devil/"},{"slug":"shriekbat","desc":"This midnight-blue bat has a cavern-filling wingspan. The air near its mouth, large enough to carry a horse, visibly vibrates with sound pulses._  \nShriekbats thrive in the cavernous spaces of the Underworld where they face little competition from dragons, rocs, and other large flying creatures, as they would aboveground. Despite their enormousness, the bats deftly maneuver among the stalactites and stalagmites crowding underground caverns. When they attack prey, or in the very rare cases where they must escape predators, they emit a terrible shriek that overwhelms their foes and allows them to easily grab prey or escape. Shriekbat echolocation uses subsonic frequencies, allowing the bats to fly in relative silence.  \n**Kobold Companions.** Kobold bat keepers know the secret to raising young shriekbats. The bat keepers often risk their lives to procure young, using the bats for protection and as companions. A bat keeper returns its shriekbat to the wild before the bat reaches adulthood, when it would become too large for the cramped kobold tunnels. A bat keeper tracks the shriekbats it releases, and often returns to visit its former companions. Shriekbats prove surprisingly keen at remembering former kobold handlers (whether such handlers treated them well or poorly), and they often allow fondly remembered handlers to take a single pup from their litters, ensuring the pup survives to adulthood and renewing the cycle.  \n**Long-Lived Omnivores.** Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable. In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.","name":"Shriekbat","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d12+68","speed":{"fly":100,"walk":20},"strength":24,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"thunder","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 10","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The shriekbat makes two attacks: one with its bite and one with its talons."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Talons","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shriekbat can't use its talons on another target.","attack_bonus":11,"damage_dice":"3d6+7"},{"name":"Shriek (Recharge 5-6)","desc":"The shriekbat emits a powerful burst of sound in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation","desc":"The shriekbat can't use its blindsight while deafened."}],"spell_list":[],"page_no":325,"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_shriekbat/"},{"slug":"storm-maiden","desc":"At the heart of a violent storm, a young woman lies huddled in despair. Her skin is translucent as if made of water, and her tears float up from her face to join the storm above her._  \nA storm maiden is a spiteful elemental that pulls powerful storms into the world through a portal connected to her shrine. Blinded by anguish, she seeks to erase any trace of those who betrayed her.  \n**Primordial Sacrifice.** Long ago, this woman was offered up to powerful spirits to ward off drought and famine. She served her role faithfully. Her shrine was maintained by a ritual of devotion performed by the descendants of those she loved, but it was eventually abandoned. Now, some transgression against her abandoned shrine has drawn the maiden back to the world.  \n**Abating the Storm.** A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes. A community may yet atone for their ancestral betrayal by performing a long-forgotten ritual at the maiden’s shrine. If appeased, the storms end, and the maiden’s alignment changes from evil to good. An appeased maiden may go on to protect the region for generations, as long as her shrine is maintained, or she might wander to other regions, seeking communities in need who understand the importance of maintaining her shrine.  \n**Elemental Nature.** A storm maiden doesn’t require air, food, drink, or sleep.","name":"Storm Maiden","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"swim":30,"fly":30,"walk":30},"strength":16,"dexterity":16,"constitution":15,"intelligence":10,"wisdom":11,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Primordial","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The storm maiden makes two thunderous slam attacks."},{"name":"Thunderous Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) thunder damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Throw Lightning","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The storm maiden's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, ray of frost, misty step, thunderwave\n1/day each: sleet storm, wind wall"}],"spell_list":[],"page_no":340,"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_storm-maiden/"},{"slug":"stormboar","desc":"A massive, green-scaled boar snorts angrily as tiny bolts of blue lightning ripple over its body._  \n**Accidental Arcane Creations.** An evoker who raised hogs to fund their wild experiments, accidentally blew up their tower years ago. The explosion created a horrific storm that raged for days in the region, causing the locals to take shelter. When the storm dissipated, the wizard and their tower were gone, but the hogs had been transformed into scaled beasts that harnessed the power of lightning and thunder.  \n**Storm’s Fury.** Stormboars embody the fury of the storm. Just as stubborn and ferocious as their more mundane cousins, stormboars let no obstacle get in their way while they look for food or protect their offspring. Seasoned hunters know to drop an offering of metal behind as they leave the area to ensure the boar is too distracted to follow them.  \n**Metal Devourers.** Stormboars crave metal. Prospectors track the boars to find areas rich with precious minerals and ore, and treasure hunters use the creatures to sniff out hidden vaults of wealth. Anyone relying on a stormboar must be careful, however. The boars see any creature wearing or carrying metal as the deliverer of an easy meal. The aggressive creatures won’t stop attacking until they’ve consumed every bit of metal an unfortunate traveler is carrying. Starving stormboars have been known to venture into civilized areas for a meal.","name":"Stormboar","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Tusk","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 11 (2d10) lightning damage. In addition, nonmagical metal armor worn by the target is partly devoured by the boar and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Lightning Run (Recharge 6)","desc":"The boar becomes a bolt of living lightning and moves up to its speed without provoking opportunity attacks. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object. Each creature in the boar's path must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Thunder Leap (Recharge 6)","desc":"The boar moves up to 20 feet, jumping over obstacles in its way. Difficult terrain doesn't cost it extra movement when it leaps. Each creature within 10 feet of the boar when it leaps and each creature within 10 feet of where it lands must make a DC 15 Constitution saving throw. On a failure, a creature takes 16 (3d10) thunder damage and is pushed up to 10 feet away from the boar. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Iron Scent","desc":"The boar can pinpoint, by scent, the location of ferrous metal within 60 feet of it."},{"name":"Lightning Hide","desc":"A creature that touches the boar or hits it with a melee attack while within 5 feet of it takes 5 (2d4) lightning damage."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead."},{"name":"Thunder Charge","desc":"If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone."}],"spell_list":[],"page_no":341,"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_stormboar/"},{"slug":"swamp-lily","desc":"This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots._  \n**Deceivingly Delectable.** Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily’s roots and deadly toxin.  \n**Wandering Menace.** After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast.  \n**Grove Guardians.** Druids and creatures respectful of poisonous plants or resistant to the swamp lilies’ illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.","name":"Swamp Lily","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":15},"strength":16,"dexterity":9,"constitution":18,"intelligence":4,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"tremorsense 60 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The swamp lily makes two root attacks."},{"name":"Root","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Fake Feast","desc":"The swamp lily magically creates the image of a banquet within 5 feet of itself that compels creatures to eat from it. Each creature within 60 feet of the banquet that can see the banquet must succeed on a DC 15 Wisdom saving throw or be charmed by the lily. The lily must take a bonus action on its subsequent turns to maintain the illusion. The illusion ends if the lily is incapacitated.\n\nWhile charmed by the lily, a target is incapacitated and ignores the banquets of other lilies. If the charmed target is more than 5 feet away from the lily's banquet, the target must move on its turn toward the banquet by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the lily, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this swamp lily's Fake Feast for the next 24 hours.\n\nIf the charmed target starts its turn within 5 feet of the banquet, it eats the feast and must make a DC 15 Constitution saving throw. On a failure, the creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Discern Food Preferences","desc":"The swamp lily can use an action to read the surface thoughts of all creatures within 60 feet of it. This works like the detect thoughts spell, except the lily can only determine each creature's favorite food. Each creature within range must succeed on a DC 15 Wisdom saving throw or have disadvantage on its saving throw against the lily's Fake Feast action."}],"spell_list":[],"page_no":342,"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_swamp-lily/"},{"slug":"swamp-naga","desc":"A human head tops this green-and-brown constrictor. Vines protrude from its scalp and writhe in unison to the serpent’s swaying motion. Mosquitos, gnats, and other flying insects form a cloud around it._  \n**Self-Proclaimed Ruler and Protector.** The swamp naga is a manifestation of the swamp it inhabits. Its physical form is reminiscent of snakes, and marsh plants grow from its head. The naga’s strong tie to the swamp provides an impetus to protect its home and to believe it is the swamp’s sovereign. Because of this strong link, a swamp rarely hosts more than one naga, unless it covers vast territory.  \n**Insect and Serpent Friend.** The swamp naga’s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it.  \n**Necessarily Ruthless.** Scholars who have studied the connection between swamp nagas and their domains postulate the nagas’ malevolence is an outgrowth of swamplands’ inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc.","name":"Swamp Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30,"swim":40},"strength":18,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"nature":3,"persuasion":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage.","attack_bonus":7,"damage_dice":"3d8+4"},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloud of Insects","desc":"A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute."},{"name":"Rejuvenation","desc":"If it dies, the swamp naga returns to life in 1d6 days and regains all its hp. Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning."},{"name":"Insect and Serpent Passivism","desc":"No insects or serpents can willingly attack the swamp naga. They can be forced to do so through magical means."},{"name":"Spellcasting","desc":"The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:\nCantrips (at will): dancing lights, mage hand, message, poison spray\n1st level (4 slots): charm person, fog cloud, silent image, sleep\n2nd level (3 slots): blindness/deafness, hold person, suggestion\n3rd level (3 slots): hypnotic pattern, stinking cloud, water breathing\n4th level (2 slots): blight"}],"spell_list":[],"page_no":342,"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_swamp-naga/"},{"slug":"tembril","desc":"Standing on its back legs and holding a decapitated human head in its hands, this nightmarish creature resembles a gigantic squirrel with saber-like teeth, soulless black eyes, and hard, scaly skin. It chitters softly and eerily._  \n**Forest Terrors.** In the dark and foreboding forests of the north, tales are spun of terrible ogres, hags, evil wolves, and great arctic serpents, but humans and ogres alike fear the tembril, a savage monstrosity that feeds specifically on the eyes, tongues, and brains of humanoids. Resembling a squirrel the size of a bear, but with brown scales and immense claws and fangs, the tembril hunts sapient fey, humanoids, and giants exclusively, using its claws to eviscerate its opponent as its teeth punctures their skulls.  \n**Head Collectors.** The victim of a tembril attack is almost always found without its head, for the creature collects the severed cranium to devour the contents either immediately or at a later time. Tembrils store the heads in the long winter months, hiding them within the hollows of great trees or in other suitable locations and covering them in ice so they don’t decompose. The decapitated bodies left behind make a meal for many forest-dwelling scavengers, and crows, Open Game License","name":"Tembril","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":18,"intelligence":4,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The tembril makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the tembril scores a critical hit against a Medium or smaller target and the damage reduces the target to below half its hp maximum, the target must succeed on a DC 15 Constitution saving throw or be instantly killed as its head is removed. A creature is immune to this effect if it is immune to piercing damage or doesn't have or need a head.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Maddening Chitter (Recharge 6)","desc":"The tembril chitters maddeningly in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. If a creature fails the saving throw by 5 or more, it also suffers short-term madness. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the incapacitated condition on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the tembril has advantage on attack rolls against any creature it has surprised."},{"name":"Nimble Leap","desc":"The tembril can take the Dash or Disengage action as a bonus action on each of its turns."}],"spell_list":[],"page_no":344,"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_tembril/"},{"slug":"tidehunter","desc":"Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes._  \n**Lurkers in the Shallows.** The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey.  \n**Net Weavers.** Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach.  \n**Fishing Buddies.** While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.","name":"Tidehunter","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"swim":40,"walk":20},"strength":19,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Net","desc":"Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net."},{"name":"Reel","desc":"The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action."}],"bonus_actions":null,"reactions":[{"name":"Entangle Weapon","desc":"When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The tidehunter can breathe air and water."},{"name":"Net Maker","desc":"With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets."},{"name":"Underwater Camouflage","desc":"The tidehunter has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":348,"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_tidehunter/"},{"slug":"tricenatorus","desc":"A bipedal dinosaur with massive horns on its face, back, and tail roars, revealing an enormous mouth filled with rows of razor teeth._  \nTricenatoruses are the rage-filled result of a transmutation experiment gone wrong.  \n**Unnatural Mistakes.** A transmutation wizard attempted to magically bring together two dinosaurs to create the ultimate guardian, one with the power of the tyrannosaurus and the docile nature of the triceratops. Instead, the wizard created unnatural, spiked monsters with a hunger for flesh and an unmatched rage.  \n**Always Angry.** From the moment they hatch, tricenatoruses are angry. This rage makes them reckless and difficult to harm. Most of these monstrous dinosaurs stay deep within the jungle, but tricenatoruses are relentless when they find prey, leading them to sometimes chase explorers into civilized settlements.","name":"Tricenatorus","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":50},"strength":26,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"—","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The tricenatorus makes two attacks: one with its bite and one with its gore, or two with its tail spikes. It can't use its gore against a creature restrained by its bite."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the tricenatorus can't bite another target.","attack_bonus":12,"damage_dice":"4d12+8"},{"name":"Gore","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d8+8"},{"name":"Tail Spike","desc":"Ranged Weapon Attack: +12 to hit, range 150/300 ft., one target. Hit: 26 (4d8 + 8) piercing damage.","attack_bonus":12,"damage_dice":"4d8+8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The tricenatorus has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the tricenatorus takes 40 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead."},{"name":"Siege Monster","desc":"The tricenatorus deals double damage to objects and structures."},{"name":"Tail Spike Regrowth","desc":"The tricenatorus has twenty-four tail spikes. Used spikes regrow when the tricenatorus finishes a long rest."}],"spell_list":[],"page_no":109,"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_tricenatorus/"},{"slug":"vexxeh","desc":"This bestial creature would stand over 15 feet tall if erect but is more comfortable crouched with its knuckles resting on the ground. It wears a pair of trousers and a vest, both obviously made for someone much smaller than it. Its cunning eyes belie a malignant intelligence._  \n**Bound to Service.** Though they are not devils, vexxeh are natives of the Hells. Their susceptibility to magical domination makes them ideal lieutenants for evil spellcasters. Once a vexxeh has agreed to serve a master, it adheres to the letter of the agreement that has been struck and refuses to break the contract even under the threat of destruction.  \n**Lovers of Carnage.** Vexxeh only know joy when they are harming living creatures. They relish battle, enjoying the opportunity to shed blood and break bones. More than combat, however, vexxeh enjoy torturing mortals, especially if there is no purpose to it. The psychic distress and trauma suffered by the victims of their torture makes vexxeh gleeful.  \n**Fiendishly Polite.** Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of their current master’s culture, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh acts regretful and apologetic.","name":"Vexxeh","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":19,"intelligence":12,"wisdom":10,"charisma":12,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned, unconscious","senses":"truesight 60 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The vexxeh makes three attacks: one with its bite and two with its claws. If both claw attacks hit the same target, the target and each creature within 5 feet of the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn as the vexxeh cackles with sadistic glee."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Four-Legged Lope","desc":"When the vexxeh uses its action to Dash, it moves at three times its speed."},{"name":"Weak Willed","desc":"The vexxeh has disadvantage on saving throws against being charmed."}],"spell_list":[],"page_no":360,"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_vexxeh/"},{"slug":"werynax","desc":"Resembling a giant scaled stoat with savage tusks jutting from the corners of its mouth, this monster bears a set of diaphanous, mothlike wings that radiate all the colors of the spectrum._  \n**Eaters of Magical Energy.** The werynax is a fearsome predator that supplements its diet with magical energy from the natural world, occasionally disrupting plant growth rates, water cycles, and weather patterns. Fortunately, werynax are solitary creatures, though female werynax are fiercely protective of their young and may have a litter of up to a dozen offspring. Most werynax live in forests and grasslands.  \n**Strange Habits.** Why and how werynax feed on the magical energy of the natural world has baffled sages and scholars throughout the centuries, though it is clear that the energy werynax consume grants them their magical abilities. Some sages point to magical experimentation on the part of an insane lich or fey lord, while others lay the blame at the feet of the gods, believing the werynax to be some form of divine punishment for misusing the land. Many druids, however, speculate the werynax is an integral part of the natural order—just as death and decay are part of the life cycle, so too is the werynax part of the land’s natural cycle.","name":"Werynax","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"fly":60,"walk":30},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":7,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"force","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The werynax makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d10+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Arcane Bombardment (Recharge 6)","desc":"The werynax unleashes an explosion of multicolored arcane energy from its outstretched wings. Each creature within 20 feet of the werynax must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."},{"name":"Nature's Healing (2/Day)","desc":"The werynax taps into the power inherent in the land around it. It regains 13 (3d8) hp and is freed from any disease, poison, blindness, or deafness."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The werynax has advantage on saving throws against spells and other magical effects."},{"name":"Pounce","desc":"If the werynax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the werynax can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":367,"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_werynax/"},{"slug":"yaojing","desc":"This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.","name":"Yaojing","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":null,"hit_points":202,"hit_dice":"27d8+81","speed":{"walk":40},"strength":14,"dexterity":21,"constitution":16,"intelligence":16,"wisdom":18,"charisma":21,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, deafened, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The yaojing uses Blasphemer's Bane. It then makes three attacks."},{"name":"Sacred Fist","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.","attack_bonus":10,"damage_dice":"2d8+5"},{"name":"Sacred Bolt","desc":"Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.","attack_bonus":10,"damage_dice":"5d8"},{"name":"Blasphemer's Bane","desc":"The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."},{"name":"Radiant Spin (Recharge 5-6)","desc":"The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charlatan's Bane","desc":"The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."},{"name":"Magic Resistance","desc":"The yaojing has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The yaojing's weapon attacks are magical."},{"name":"Motion Blur","desc":"If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."},{"name":"Innate Spellcasting","desc":"The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"}],"spell_list":[],"page_no":377,"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_yaojing/"},{"slug":"yathon","desc":"This large, bestial-looking creature is dark gray, with powerful muscles, long arms, sharp claws at the end of five-digit fingers, fine, short fur, and enormous, bat-like wings. Its face is an odd combination of orc and bat. Its brows are heavy, its nose is a snout, and its mouth is full of sharp teeth. Its ears are tall and pointed._  \n**Distantly Related to Orcs.** Yathon seem to have just as much in common with bats as they have with orcs. Their species is a seemingly perfect melding of the two, as they have the power and ferocity of the orc but the communal nature, flying, and sonic perception of a bat. It is unknown if they are the product of some mad wizard’s experiment or if they are simply cousins of orcs.  \n**Communal.** Yathon live in communities of ten to twenty. They are brutal and tribal in nature, and they fight ferociously. Yathon often capture prey in their claws, carry it into the air, and drop it from great heights. Despite their primitive tactics, they have a minor precognition that aids them in battle. This precognition seems to be driven by instinct as much as anything else, but many believe it was a gift from some god.","name":"Yathon","size":"Large","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"fly":60,"walk":30},"strength":21,"dexterity":15,"constitution":18,"intelligence":10,"wisdom":16,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 13","languages":"Common, Orc","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The yathon makes two attacks. If it hits a Medium or smaller creature with two claw attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the yathon can automatically hit the target with its claws, and the yathon can't make claw attacks against other targets."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft. or range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Greatsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"4d6+5"},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 150/600 ft., one target. Hit: 15 (2d8 + 2) piercing damage.","attack_bonus":5,"damage_dice":"2d8+2"}],"bonus_actions":null,"reactions":[{"name":"Precognition (Recharge 6)","desc":"The yathon catches a glimpse of an attack just before it lands, giving it time to react. When a creature the yathon can see hits it with a melee attack, the attacker has disadvantage on the attack roll. Alternatively, when the yathon misses with a melee weapon attack, it can reroll the attack roll with advantage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation","desc":"The yathon can't use its blindsight while deafened."}],"spell_list":[],"page_no":378,"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_yathon/"},{"slug":"alseid","desc":"_Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs._  \n**Forest Guardians.** Alseids see the forest as an individual and a friend.They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest.  \n**Antlers Show Status.** Alseids have antlers growing from their foreheads.These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid’s antlers entirely off or just removing points is a humiliating and grave punishment.  \n**White-Tailed Wanderers.** Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes.","name":"Alseid","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"leather armor","hit_points":49,"hit_dice":"9d8+9","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"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_alseid/"},{"slug":"angler-worm","desc":"_As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal._  \n**Silk Snares.** The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden itself, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.","name":"Angler Worm","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d12+42","speed":{"walk":20,"climb":20},"strength":14,"dexterity":5,"constitution":16,"intelligence":3,"wisdom":14,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, poisoned, prone","senses":"tremorsense 60 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils-once it has coiled around one creature it stops coil attacks against others."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Coils","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.","attack_bonus":4,"damage_dice":"3d8"},{"name":"Ethereal Lure (Recharge 4-6)","desc":"The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines."},{"name":"Keen Touch","desc":"The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations."},{"name":"Transparent Trap","desc":"A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence."}],"spell_list":[],"page_no":22,"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_angler-worm/"},{"slug":"arboreal-grappler","desc":"_Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below._  \nAn arboreal grappler is a malformed creation of the gods, a primate whose legs warped into long, muscular tentacles covered in shaggy, red fur.  \n**Carry Prey to the Heights.** Arboreal grapplers use their long limbs to snatch prey and drag it behind them as they use their powerful forelimbs to ascend to the highest canopy. Their victims are constricted until their struggles cease and then are devoured. Their flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across.  \n**Clans in the Canopy.** Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom (Perception) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check.  \n**Carnivorous Elf Hunters.** Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Some suggest this arises from hatred as much as from hunger, a cruel combination of fascination and revulsion for the walking limbs of humanoid creatures.","name":"Arboreal Grappler","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":10,"climb":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The arboreal grappler makes one bite attack and two tentacle attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Boscage Brachiation","desc":"The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing."}],"spell_list":[],"page_no":25,"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_arboreal-grappler/"},{"slug":"asanbosam","desc":"_An asasonbosam is a hirsute hulk with bulging, bloodshot eyes, often perched high in a tree and ready to seize unwary passersby with talons like rusty hooks._  \n**Iron Hooks and Fangs.** They resemble hairy ogres from the waist up, but with muscular and flexible legs much longer than those of an ogre. These odd appendages end in feet with hooklike talons, and both the creature’s hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam’s age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while older ones have discolored and rusty ones.  \n**Iron Eaters.** The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and—in times of desperation— grinding iron filings off their own hooks to slake their cravings. The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true).  \n**Tree Lairs.** Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don’t fear magic; most tribes count at least one spellcaster among its members.","name":"Asanbosam","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":40,"climb":15},"strength":18,"dexterity":13,"constitution":17,"intelligence":11,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The asanbosam makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","attack_bonus":7,"damage_dice":"2d10"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.","attack_bonus":7,"damage_dice":"3d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Arboreal","desc":"While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns."}],"spell_list":[],"page_no":27,"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_asanbosam/"},{"slug":"azza-gremlin","desc":"_These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears._  \n**Lightning Lovers.** Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning.  \n**Magnetic Flight.** Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures.  \n**Work with Spellcasters.** Although they aren’t much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness.  \nAzza gremlins stand 12 to 18 inches tall and weigh approximately 8 lb.","name":"Azza Gremlin","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":7,"hit_dice":"2d6","speed":{"walk":10,"fly":40,"hover":true},"strength":5,"dexterity":18,"constitution":10,"intelligence":12,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Primordial","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Lightning Jolt","desc":"Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.","attack_bonus":6,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":[{"name":"Ride the Bolt","desc":"The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Contagious Lightning","desc":"A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"spell_list":[],"page_no":28,"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_azza-gremlin/"},{"slug":"bastet-temple-cat","desc":"_A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple._  \n**Bred for Magic.** Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment.  \n**Lazy Temple Pets.** By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then.  \n**Fierce Shrine Guardians.** By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.","name":"Bastet Temple Cat","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":40,"hit_dice":"9d6+9","speed":{"walk":40,"climb":30},"strength":8,"dexterity":19,"constitution":12,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Nurian, and Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The temple cat makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d4"},{"name":"Fascinating Lure","desc":"The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target 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, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The temple cat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Innate Spellcasting","desc":"the temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:\n\nat will: guidance\n\n3/day each: charm person, cure wounds\n\n1/day: enhance ability (only Cat's Grace)"},{"name":"Priestly Purr","desc":"When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait."}],"spell_list":[],"page_no":32,"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_bastet-temple-cat/"},{"slug":"bearfolk","desc":"_Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans._  \nThe hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.  \n**Passionate and Volatile.** Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frenzy (1/rest)","desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."},{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"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_bearfolk/"},{"slug":"behtu","desc":"_With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands._  \nA demon lord bred the cruelty of a demon with the cunning of a human and the ferocity of an ape into his people, the behtu (BAY-too), who carry his worship from island to island.  \n**Temple Builders.** The behtus raise shrines to their demon lord wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.  \n**Ichor Drinkers.** In his volcanic temples, the demon lord’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection.  \n**Scaly Mounts.** The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.","name":"Behtu","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"hide armor","hit_points":52,"hit_dice":"8d6+24","speed":{"walk":20,"climb":20},"strength":17,"dexterity":16,"constitution":16,"intelligence":12,"wisdom":11,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Behtu, Common, Infernal","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Shortspear","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Fire Breath (Recharge 6)","desc":"The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw."},{"name":"Ichorous Infusions","desc":"Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":34,"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_behtu/"},{"slug":"bucca","desc":"_These tiny, obsidian-skinned, bat-winged fey always have a hungry look, leering with razor-sharp fangs showing and licking their leathery faces with their forked, purple tongues._  \n**Hidden in Crevices.** Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook.  \n**Treasure Finders.** Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids.  \n**Bat Friends.** Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds.","name":"Bucca","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d4+15","speed":{"walk":20,"fly":30},"strength":10,"dexterity":16,"constitution":17,"intelligence":13,"wisdom":9,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Darakhul, Dwarvish","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Dagger","desc":"Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Vulnerability to Sunlight","desc":"A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight."},{"name":"Innate Spellcasting","desc":"the bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day each: darkness, ensnaring strike, locate object"}],"spell_list":[],"page_no":46,"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_bucca/"},{"slug":"cactid","desc":"_Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. It uses its tendrils to reach for prey._  \n**Needled Sentients.** Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles.  \n**Drain Fluids.** In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields four gallons of water with a successful DC 15 Wisdom (Survival) check. Failure indicates that only one gallon is recovered.  \n**Slow Packs.** Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, so they often congregate in stands or to travel together in a pack to better hunting grounds.","name":"Cactid","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":5},"strength":16,"dexterity":8,"constitution":18,"intelligence":7,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"understands Sylvan, but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cactid makes two attacks with its tendrils and uses Reel."},{"name":"Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Reel","desc":"Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hail of Needles (1/Day)","desc":"When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"spell_list":[],"page_no":50,"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_cactid/"},{"slug":"clockwork-beetle","desc":"_Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat._  \n**Bejeweled Familiars.** Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razorsharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted.  \n**Flying Noisemakers.** In the southern deserts, scarab beetle patterns are particularly prized. Anytime the creatures move they emit an audible rhythmic buzz, especially when taking to the air. Once in flight, they create a disturbing cacophony of clicks and whirs.  \n**Hidden Timers.** The most talented gear‑mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the tightly wound gear-counter expires, it suddenly triggers a mechanical metamorphosis within the beetle, causing it to rapidly transform and blossom into a completely different clockwork creature—a wondrous surprise known in advance only to the designer who created it so many years ago.  \n**Constructed Nature.** A clockwork beetle doesn’t require air, food, drink, or sleep.","name":"Clockwork Beetle","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":15,"hit_dice":"6d4","speed":{"walk":30,"fly":50},"strength":8,"dexterity":16,"constitution":10,"intelligence":4,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, telepathy 100 ft. (creator only)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork beetle is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork beetle has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":60,"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_clockwork-beetle/"},{"slug":"clockwork-beetle-swarm","desc":"_Light glints off the moving parts of almost a thousand clockwork beetles in a biting cloud._  \n**Freed But Foolish.** Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering mechanical parts. Severed from the bond of their creators, the beetle swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.","name":"Clockwork Beetle Swarm","size":"Large","type":"Construct","subtype":"Swarm","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d10+8","speed":{"walk":30,"fly":50},"strength":8,"dexterity":16,"constitution":12,"intelligence":4,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.","attack_bonus":5,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":61,"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_clockwork-beetle-swarm/"},{"slug":"clockwork-huntsman","desc":"_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"20d8+20","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.","attack_bonus":4,"damage_dice":"0"},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"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_clockwork-huntsman/"},{"slug":"clockwork-watchman","desc":"_This mechanical being’s body is composed of brass and iron and bedecked in a loose uniform of the city watch. Its movements are slow but steady._  \n**Lightly Armored Servants.** Clockwork watchmen are more solidly built versions of the more common clockwork scullions (servant creatures in wealthy households, incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin, and given keener senses. Many have small bits of armor covering their joints and most vital parts.  \n**Constant Rounds.** They endlessly patrol the city day and night, pausing only to receive maintenance and new boots.  \n**Shouts & Stutters.** Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run.  \n**Constructed Nature.** A clockwork watchman doesn’t require air, food, drink, or sleep.","name":"Clockwork Watchman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":12,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":4,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Halberd","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.","attack_bonus":3,"damage_dice":"0"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork watchman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork watchman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":65,"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_clockwork-watchman/"},{"slug":"clurichaun","desc":"_Around a corner in the wine cellar stumbles a surly, two-foot tall man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and kneelength red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine._  \n**Drunks in the Cellar.** Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks.  \nHowever, if the clurichaun’s host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun will protect their wine cellars from thieves, drunkards, or worse—becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for Open Game License","name":"Clurichaun","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":22,"hit_dice":"4d4+12","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":16,"intelligence":10,"wisdom":8,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened, poisoned","senses":"darkvision 60ft., passive Perception 11","languages":"Common, Elvish, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Unarmed Strike","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1"},{"name":"Improvised Weapon","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clurichaun's Luck","desc":"Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class."},{"name":"Innate Spellcasting","desc":"the clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.\n\nat will: friends, mending, minor illusion, purify food and drink, vicious mockery\n\n1/day each: blur, calm emotions, heroism, sleep, suggestion"},{"name":"Magic Resistance","desc":"The clurichaun has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":67,"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_clurichaun/"},{"slug":"crimson-drake","desc":"_Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes._  \n**Fiery Raiders.** Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may even intentionally set fires to blaze a trail for hunters to the dragon’s lair.  \n**Mistaken for Pseudodragons.** A crimson drake’s scales and features are quite similar to those of a pseudodragon, and they will imitate a pseudodragon’s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it.  \nAs with pseudodragons, they resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. On average, a crimson drake weighs 12 lb, its body measures about 18 inches long, and its tail adds another 18 inches.  \n**Foul Familiars.** A crimson drake occasionally chooses to serve an evil spellcaster as a familiar; they are too mischievous to be loyal or trustworthy, but ferocious in defense of their master.","name":"Crimson Drake","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":54,"hit_dice":"12d4+24","speed":{"walk":15,"fly":80},"strength":10,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":9,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"acrobatics":4,"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The crimson drake makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.","attack_bonus":4,"damage_dice":"1d4"},{"name":"Breath Weapon (Recharge 6)","desc":"The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":151,"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_crimson-drake/"},{"slug":"deep-one-hybrid-priest","desc":"Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.","name":"Deep One Hybrid Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":30,"swim":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":12,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"athletics":6,"deception":4,"perception":3},"damage_vulnerabilities":"fire","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"A deep one priest can breathe air or water with equal ease."},{"name":"Frenzied Rage","desc":"On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage."},{"name":"Innate Spellcasting","desc":"the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame, shocking grasp\n\n3/day each: inflict wounds, sanctuary, sleep\n\n1/day each: ice storm, shatter"},{"name":"Lightless Depths","desc":"A deep one hybrid priest is immune to the pressure effects of the deep ocean."},{"name":"Ocean Change","desc":"A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."},{"name":"Voice of the Deeps","desc":"A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase."}],"spell_list":[],"page_no":73,"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_deep-one-hybrid-priest/"},{"slug":"dogmole","desc":"_This mole-like creature is the size of a large dog, with a thick, barrel-shaped body as heavy as a full-grown dwarf. A ring of tentacles sprouts above a mouth dominated by spade-like incisors. It has no visible ears and only tiny, cataract-filled eyes, but somehow it senses its environment nonetheless._  \n**Domesticated by Dwarves.** Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore-trolleys through mines, sniff out toxic gases and polluted waters, and help dig out trapped miners.  \n**Sense Cave-Ins.** Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds.  \n**Derro Cruelty.** Derro also use dogmoles, but such unfortunate creatures are scarred and brutalized, barely controllable even by their handlers.","name":"Dogmole","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30,"burrow":10,"swim":10},"strength":14,"dexterity":17,"constitution":15,"intelligence":2,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 11","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The dogmole makes one claw attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burrow","desc":"Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter."},{"name":"Wormkiller Rage","desc":"Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a -2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives."}],"spell_list":[],"page_no":120,"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_dogmole/"},{"slug":"dust-goblin","desc":"_A ragged creature emerges from the sand. Its spindly frame is encased in a hodge‑podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth._  \nDust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color.  \n**Rule the Wastelands.** Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders.  \n**Twisted Minds.** The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs.  \nDust goblins range from 2 to 4 feet tall, and weigh between 20 and 80 pounds.","name":"Dust Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"leather armor","hit_points":5,"hit_dice":"1d6+2","speed":{"walk":40},"strength":8,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Twisted","desc":"When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn."}],"spell_list":[],"page_no":232,"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_dust-goblin/"},{"slug":"eel-hound","desc":"_A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature’s menacing jaws._  \n**Hounds of the River Fey.** Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters’ capricious cruelty. The hounds’ chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds’ lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery.  \n**Slippery Ambushers.** Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation.  \nPossessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance.  \n**Liquid Speech.** Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.","name":"Eel Hound","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30,"swim":40},"strength":19,"dexterity":16,"constitution":13,"intelligence":6,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The eel hound can breathe air and water."},{"name":"Pack Tactics","desc":"The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Slick Spittle","desc":"By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour."},{"name":"Slithering Bite","desc":"A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn."}],"spell_list":[],"page_no":166,"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_eel-hound/"},{"slug":"emerald-eye","desc":"_Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally—but many turn to treachery and hatred. These are the emerald eyes._  \n**Servants of Logic.** A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world’s pleasures.  \n**Trapped Manipulators.** Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator’s control but doesn’t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available.  \n**Shifting Goals.** An emerald eye’s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature’s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone, floating in circles around an ally’s or victim’s head while sparkling brightly to inspire jealousy and theft among its viewers.  \nSmaller than a clenched fist, an emerald eye weighs at most half a pound.  \n**Constructed Nature.** An emerald eye doesn’t require air, food, drink, or sleep.","name":"Emerald Eye","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":54,"hit_dice":"12d4+24","speed":{"hover":true,"walk":0,"fly":30},"strength":3,"dexterity":15,"constitution":14,"intelligence":15,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":4,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"arcana":4,"deception":5,"history":4,"perception":3,"persuasion":5,"religion":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire; piercing damage","damage_immunities":"poison","condition_immunities":"blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious","senses":"blindsight 60ft, passive Perception 13","languages":"Common, Draconic, telepathy 250 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slash","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"5d4"},{"name":"Attraction (Recharge 5-6)","desc":"An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect."},{"name":"Bind (3/Day)","desc":"The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result."},{"name":"Telepathic Lash (3/Day)","desc":"An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action."},{"name":"Immutable Form","desc":"The emerald eye is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":175,"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_emerald-eye/"},{"slug":"emerald-order-cult-leader","desc":"","name":"Emerald Order Cult Leader","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful neutral or evil","armor_class":14,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":14,"intelligence":15,"wisdom":20,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":8,"charisma_save":5,"perception":null,"skills":{"arcana":5,"deception":5,"history":5,"religion":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"any three languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The Emerald Order cult leader makes one melee attack and casts a cantrip."},{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":[{"name":"Esoteric Vengeance","desc":"As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Key of Prophecy","desc":"The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks."},{"name":"Innate Spellcasting","desc":"the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:\n\n2/day each: detect thoughts, dimension door, haste, slow\n\n1/day each: suggestion, teleport"},{"name":"Spellcasting","desc":"the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): cure wounds, identify, guiding bolt\n\n2nd level (3 slots): lesser restoration, silence, spiritual weapon\n\n3rd level (3 slots): dispel magic, mass healing word, spirit guardians\n\n4th level (3 slots): banishment, death ward, guardian of faith\n\n5th level (2 slots): flame strike"}],"spell_list":[],"page_no":421,"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_emerald-order-cult-leader/"},{"slug":"far-darrig","desc":"_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._  \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms.  \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives.  \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters.  \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.","name":"Far Darrig","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":104,"hit_dice":"16d6+48","speed":{"walk":20},"strength":15,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"medicine":6,"nature":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The far darrig makes four antler glaive attacks."},{"name":"Antler Glaive","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Enchanted Glaive Maneuvers","desc":"A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride"}],"spell_list":[],"page_no":179,"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_far-darrig/"},{"slug":"firegeist","desc":"_Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame._  \n**Elemental Echoes.** When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge.  \n**Indiscrimate Arsonists.** Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern.  \n**Elemental Nature.** A firegeist doesn’t require air, food, drink, or sleep.","name":"Firegeist","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":87,"hit_dice":"25d6","speed":{"walk":40},"strength":7,"dexterity":18,"constitution":10,"intelligence":4,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 15","languages":"Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The firegeist makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Combustion Touch (Recharge 5-6)","desc":"The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hide By Firelight","desc":"In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire."},{"name":"Illumination","desc":"The firegeist sheds dim light in a 30-foot radius."},{"name":"Magical Light Sensitivity","desc":"While in magical light, the firegeist has disadvantage on attack rolls and ability checks."},{"name":"Water Susceptibility","desc":"For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage."}],"spell_list":[],"page_no":202,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_firegeist/"},{"slug":"flab-giant","desc":"_This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential, catching many foes off-guard._  \n**Great Girth.** Whether as a result of a centuriespast curse or a gradual adaptation to an easy-going existence, the flab giant (one of the shortest breeds of giant) is gigantic in width rather than height and almost comical in its simple life.  \nToo obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death, swatting away missiles, and simply putting up with the damage of melee attacks until its victims stop struggling and it gets up to see if they’re dead yet.  \n**Efficient Foragers.** Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn’t have to roam far to find enough food to sustain its bulk, so it is rarely found far from its crude lair.  \n**Knotted Skins.** Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 1,000 to 1,500 pounds.","name":"Flab Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20},"strength":20,"dexterity":6,"constitution":16,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 13","languages":"Dwarvish, Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Squatting Pin","desc":"The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Massive","desc":"A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant."}],"spell_list":[],"page_no":223,"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_flab-giant/"},{"slug":"folk-of-leng","desc":"_The people of Leng are hideous and malevolent, with goatlike legs and small horns they keep concealed beneath turbans, and mouths full of rows of serrated teeth, somewhat akin to sharks. They have a fondness for combining heavy leathers and bright silks in their robes, and they always go forth masked when leaving their mysterious, chilled cities._  \n**Dimensional Merchants.** The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the manaencrusted stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They tend a few pyramids in the deep deserts and are said to befriend void dragons, heralds of darkness, and other servants of the void.  \n**A High Plateau.** Leng is a forbidding plateau surrounded by hills and peaks. Its greatest city is Sarkomand, a place which some claim has fallen into ruin, and which others claim to have visited in living memory.  \n**Love of Nets.** When in combat, the folk of Leng use nets woven from the silk of their racial enemies, the spiders of Leng. They summon these nets from interdimensional storage spaces.","name":"Folk Of Leng","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":18,"intelligence":14,"wisdom":16,"charisma":22,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":8,"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"necrotic","condition_immunities":"frightened","senses":"passive Perception 15","languages":"Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Etheric Harpoon","desc":"Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Psychic Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Hooked Spider Net (Recharge 5-6)","desc":"Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, minor illusion\n\n3/day each: disguise self, suggestion\n\n1/day each: dream, etherealness"},{"name":"Regeneration","desc":"The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business."},{"name":"Void Stare","desc":"The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised."},{"name":"Void Sailors","desc":"The folk of Leng can travel the airless void without harm."}],"spell_list":[],"page_no":204,"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_folk-of-leng/"},{"slug":"gerridae","desc":"_These large water-striding insects resemble a strange cross between camels and wingless, long-legged locusts. A rider can comfortably sit in the large hollow in the small of their backs, even at high speeds or on choppy water. Riders use the gerridae’s long, looping antennae to steer._  \n**Elvish Water Steeds.** Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and—through elaborate magical procedures and complex cross-breeding programs— transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions.  \n**Sturdy Mounts.** A gerridae can carry up to 300 pounds of rider and gear before being encumbered, or 600 while encumbered.  \n**Fond of Sweet Scents.** Gerridae can sometimes be distracted by appealing scents, such as apple blossom or fresh hay. They are also fond of raw duck and swan.","name":"Gerridae","size":"Large","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":77,"hit_dice":"9d10+27","speed":{"walk":10,"climb":10,"swim":80},"strength":16,"dexterity":15,"constitution":17,"intelligence":2,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The gerridae makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bred to the Saddle","desc":"Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider."},{"name":"Waterborne","desc":"Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land."}],"spell_list":[],"page_no":212,"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_gerridae/"},{"slug":"giant-ant","desc":"_Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers._  \nGiant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they’re capable of stabbing and poisoning a human to death.  \n**Colony Defenders.** Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food.  \n**Carry Prey Home.** Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.","name":"Giant Ant","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":15,"dexterity":13,"constitution":15,"intelligence":1,"wisdom":9,"charisma":2,"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":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 9","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The giant ant makes one bite attack and one sting attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target.","attack_bonus":4,"damage_dice":"1d8"},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.","attack_bonus":4,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The giant ant has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":23,"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_giant-ant/"},{"slug":"goat-man","desc":"_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Trollkin, but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Headbutt","desc":"If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."}],"spell_list":[],"page_no":231,"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_goat-man/"},{"slug":"ink-devil","desc":"_This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws._  \nInk devils have small, pursed mouths and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases, and many consider Titivillus the greatest of arch-devils.  \n**Cowards at Heart.** Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use teleportation, invisibility, and their ability to disrupt the concentration of spellcasters to harry the opposition.  \n**False Gifts.** They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a glyph of warding to start combat.  \n**Bibliophiles and Bookworms.** Ink devils live in libraries and scriptoria in the hells and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service.","name":"Ink Devil","size":"Small","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"","hit_points":54,"hit_dice":"12d6+12","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":12,"intelligence":20,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":9,"deception":8,"history":9,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"Celestial, Common, Draconic, Infernal; telepathy (120 ft.)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"3d6"},{"name":"Disrupt Concentration","desc":"Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn."},{"name":"Corrupt Scroll","desc":"An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell."},{"name":"Devil's Mark","desc":"Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark—a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:\n\nat will: detect magic, illusory script, invisibility, teleport (self plus 50 lb of objects only)\n\n1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)"}],"spell_list":[],"page_no":107,"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_ink-devil/"},{"slug":"kalke","desc":"_Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening._  \nFiendish pests that infest derelict wizards’ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.  \n**Hoard Magical Paraphernalia.** The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover. Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.  \n**Perform Rituals.** Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform—by way of dance, chant, and sacrifice—an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).  \nAn additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity—often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.  \n**Hagglers.** The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.","name":"Kalke","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":9,"hit_dice":"2d6+2","speed":{"walk":30,"climb":30},"strength":8,"dexterity":17,"constitution":12,"intelligence":13,"wisdom":7,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Extinguish Flames","desc":"Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action."},{"name":"Detect Spellcasting","desc":"Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate."},{"name":"Magic Resistance","desc":"Kalkes have advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":259,"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_kalke/"},{"slug":"kobold-trapsmith","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs and twine. Impossibly large eyes blink through the lenses of its goggles._  \nSome kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don’t meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.  \n_**Shifting Peril.**_ Trapsmiths aren’t warriors; they avoid direct confrontation with enemies that aren’t mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape.  \nA trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they’ve already cleared and believe to be safe, then luring them back through its handiwork.","name":"Kobold Trapsmith","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"leather","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Shredder (Recharge 6)","desc":"The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage."},{"name":"Stunner (1/Day)","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Pack Tactics","desc":"The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Thief's Tools","desc":"The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes."},{"name":"Traps and Snares","desc":"The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms."},{"name":"Choke Bomb","desc":"This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind."},{"name":"Poisoned Sliver","desc":"A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw."},{"name":"Skullpopper","desc":"This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc."},{"name":"Slingsnare","desc":"A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points."}],"spell_list":[],"page_no":264,"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_kobold-trapsmith/"},{"slug":"leshy","desc":"_A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines._  \n**Expanding the Wild.** Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose.  \n**Ax Thieves.** Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray.  \n**Accept Bribes.** With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands.","name":"Leshy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":84,"hit_dice":"13d8+26","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"perception":4,"stealth":3,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The leshy makes two club attacks."},{"name":"Change Size","desc":"The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change."},{"name":"Club","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: animal friendship, pass without trace, speak with animals\n\n1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter"},{"name":"Camouflage","desc":"A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage."},{"name":"Mimicry","desc":"A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-DM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice."}],"spell_list":[],"page_no":272,"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_leshy/"}]}