{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=52","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=50","results":[{"slug":"giant-sea-horse","desc":"Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.","name":"Giant Sea Horse","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":16,"hit_dice":"3d10","speed":{"walk":0,"swim":40},"strength":12,"dexterity":15,"constitution":11,"intelligence":2,"wisdom":12,"charisma":5,"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":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Water Breathing","desc":"The sea horse can breathe only underwater."}],"spell_list":[],"page_no":378,"environments":["Underwater"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-sea-horse/"},{"slug":"giant-shark","desc":"A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.","name":"Giant Shark","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"swim":50},"strength":23,"dexterity":11,"constitution":21,"intelligence":1,"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":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 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Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":381,"environments":["Hill","Feywild","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-weasel/"},{"slug":"giant-wolf-spider","desc":"Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.","name":"Giant Wolf Spider","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40,"climb":40},"strength":12,"dexterity":16,"constitution":13,"intelligence":3,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Sense","desc":"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":381,"environments":["Hill","Desert","Grassland","Coastal","Forest","Ruin","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-wolf-spider/"},{"slug":"hawk","desc":"","name":"Hawk","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"walk":10,"fly":60},"strength":5,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","attack_bonus":5,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The hawk has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":382,"environments":["Settlement","Forest","Grassland","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hawk/"},{"slug":"hill-giant","desc":"","name":"Hill Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12+40","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatclub attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d8","damage_bonus":5},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d10","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":313,"environments":["Hill","Feywild","Mountains","Forest","Ruin","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hill-giant/"},{"slug":"homunculus","desc":"","name":"Homunculus","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":5,"hit_dice":"2d4","speed":{"walk":20,"fly":40},"strength":4,"dexterity":15,"constitution":11,"intelligence":10,"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":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.","attack_bonus":4,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."}],"spell_list":[],"page_no":322,"environments":["Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_homunculus/"},{"slug":"imp","desc":"","name":"Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":13,"armor_desc":null,"hit_points":10,"hit_dice":"3d4+3","speed":{"walk":20,"fly":40},"strength":6,"dexterity":17,"constitution":13,"intelligence":11,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":3,"persuasion":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Infernal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Sting (Bite in Beast Form)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3},{"name":"Invisibility","desc":"The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":277,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_imp/"},{"slug":"lamia","desc":"","name":"Lamia","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":15,"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":null,"skills":{"deception":7,"insight":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d10","damage_bonus":3},{"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","damage_bonus":3},{"name":"Intoxicating Touch","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.\n\nAt will: disguise self (any humanoid form), major image\n3/day each: charm person, mirror image, scrying, suggestion\n1/day: geas"}],"spell_list":["https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/mirror-image/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/geas/?format=json"],"page_no":325,"environments":["Desert","Grassland","Hills","Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lamia/"},{"slug":"mammoth","desc":"A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.","name":"Mammoth","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":24,"dexterity":9,"constitution":21,"intelligence":3,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"4d8","damage_bonus":7},{"name":"Stomp","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":384,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mammoth/"},{"slug":"merrow","desc":"","name":"Merrow","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":10,"swim":40},"strength":18,"dexterity":10,"constitution":15,"intelligence":8,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Aquan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The merrow makes two attacks: one with its bite and one with its claws or harpoon."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":4},{"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","damage_bonus":4},{"name":"Harpoon","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The merrow can breathe air and water."}],"spell_list":[],"page_no":332,"environments":["Underwater","Swamp","Coastal","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_merrow/"},{"slug":"nightmare","desc":"","name":"Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":60,"fly":90},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":6,"damage_dice":"2d8+2d6","damage_bonus":4},{"name":"Ethereal Stride","desc":"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Confer Fire Resistance","desc":"The nightmare can grant resistance to fire damage to anyone riding it."},{"name":"Illumination","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."}],"spell_list":[],"page_no":336,"environments":["Abyss","Shadowfell","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_nightmare/"},{"slug":"orc","desc":"","name":"Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"hide armor","hit_points":15,"hit_dice":"2d8+6","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":7,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Orc","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Greataxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d12","damage_bonus":3},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive","desc":"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."}],"spell_list":[],"page_no":339,"environments":["Hill","Underdark","Swamp","Grassland","Mountain","Forest","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_orc/"},{"slug":"owlbear","desc":"","name":"Owlbear","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":40},"strength":20,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The owlbear makes two attacks: one with its beak and one with its claws."},{"name":"Beak","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d10","damage_bonus":5},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight and Smell","desc":"The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell."}],"spell_list":[],"page_no":339,"environments":["Jungle","Hills","Feywild","Mountains","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_owlbear/"},{"slug":"phase-spider","desc":"A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d10+5","speed":{"walk":30,"climb":30},"strength":15,"dexterity":15,"constitution":12,"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":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":385,"environments":["Hill","Underdark","Urban","Astral Plane","Mountains","Grassland","Forest","Ruin","Ethereal Plane","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_phase-spider/"},{"slug":"plesiosaurus","desc":"","name":"Plesiosaurus","size":"Large","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":20,"swim":40},"strength":18,"dexterity":15,"constitution":16,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"3d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The plesiosaurus can hold its breath for 1 hour."}],"spell_list":[],"page_no":279,"environments":["Underwater","Coastal","Plane Of Water","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_plesiosaurus/"},{"slug":"poisonous-snake","desc":"","name":"Poisonous Snake","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":2,"hit_dice":"1d4","speed":{"walk":30,"swim":30},"strength":2,"dexterity":16,"constitution":11,"intelligence":1,"wisdom":10,"charisma":3,"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 10 ft., passive Perception 10","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":386,"environments":["Hill","Desert","Grassland","Mountains","Coastal","Ruin","Swamp","Water","Sewer","Forest","Tomb","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_poisonous-snake/"},{"slug":"priest","desc":"**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. \nA priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.","name":"Priest","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":13,"armor_desc":"chain shirt","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":25},"strength":10,"dexterity":10,"constitution":12,"intelligence":13,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":7,"persuasion":3,"religion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Eminence","desc":"As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.","attack_bonus":0,"damage_dice":"3d6"},{"name":"Spellcasting","desc":"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n\n* Cantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (4 slots): cure wounds, guiding bolt, sanctuary\n* 2nd level (3 slots): lesser restoration, spiritual weapon\n* 3rd level (2 slots): dispel magic, spirit guardians"}],"spell_list":["https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/guiding-bolt/?format=json","https://api-beta.open5e.com/v2/spells/sanctuary/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/spirit-guardians/?format=json"],"page_no":401,"environments":["Temple","Desert","Urban","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_priest/"},{"slug":"pseudodragon","desc":"","name":"Pseudodragon","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":"natural armor","hit_points":7,"hit_dice":"2d4+2","speed":{"walk":15,"fly":60},"strength":6,"dexterity":15,"constitution":13,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"understands Common and Draconic but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Senses","desc":"The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell."},{"name":"Magic Resistance","desc":"The pseudodragon has advantage on saving throws against spells and other magical effects."},{"name":"Limited Telepathy","desc":"The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language."},{"name":"Variant: Familiar","desc":"The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":340,"environments":["Hill","Desert","Urban","Mountains","Coastal","Forest","Jungle","Swamp","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_pseudodragon/"},{"slug":"quasit","desc":"","name":"Quasit","size":"Tiny","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"3d4","speed":{"walk":40},"strength":5,"dexterity":17,"constitution":10,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Abyssal, Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claw (Bite in Beast Form)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":3},{"name":"Scare (1/day)","desc":"One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."},{"name":"Invisibility","desc":"The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Magic Resistance","desc":"The quasit has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Familiar","desc":"The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond."}],"spell_list":[],"page_no":273,"environments":["Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_quasit/"},{"slug":"quipper","desc":"A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.","name":"Quipper","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"swim":40},"strength":2,"dexterity":16,"constitution":9,"intelligence":1,"wisdom":7,"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":"darkvision 60 ft., passive Perception 8","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","attack_bonus":5,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The quipper can breathe only underwater."}],"spell_list":[],"page_no":387,"environments":["Underwater","Sewer","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_quipper/"},{"slug":"scout","desc":"**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.","name":"Scout","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":13,"armor_desc":"leather armor","hit_points":16,"hit_dice":"3d8+3","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":4,"perception":5,"stealth":6,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"any one language (usually Common)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The scout makes two melee attacks or two ranged attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":401,"environments":["Hill","Desert","Underdark","Grassland","Mountains","Coastal","Tundra","Swamp","Feywild","Mountain","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_scout/"},{"slug":"skeleton","desc":"","name":"Skeleton","size":"Medium","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":13,"armor_desc":"armor scraps","hit_points":13,"hit_dice":"2d8+4","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"poison","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":["Temple","Urban","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_skeleton/"},{"slug":"swarm-of-quippers","desc":"","name":"Swarm of Quippers","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":28,"hit_dice":"8d8-8","speed":{"walk":0,"swim":40},"strength":13,"dexterity":16,"constitution":9,"intelligence":1,"wisdom":7,"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":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 8","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"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 quipper. The swarm can't regain hit points or gain temporary hit points."},{"name":"Water Breathing","desc":"The swarm can breathe only underwater."}],"spell_list":[],"page_no":390,"environments":["Underwater","Sewer","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-quippers/"},{"slug":"triceratops","desc":"","name":"Triceratops","size":"Huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":50},"strength":22,"dexterity":9,"constitution":17,"intelligence":2,"wisdom":11,"charisma":5,"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":"passive Perception 10","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.","attack_bonus":9,"damage_dice":"4d8","damage_bonus":6},{"name":"Stomp","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":279,"environments":["Jungle","Swamp","Grassland","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_triceratops/"},{"slug":"tyrannosaurus-rex","desc":"","name":"Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":50},"strength":25,"dexterity":10,"constitution":19,"intelligence":2,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.","attack_bonus":10,"damage_dice":"4d12","damage_bonus":7},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":279,"environments":["Jungle","Swamp","Grassland","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_tyrannosaurus-rex/"},{"slug":"warhorse-skeleton","desc":"","name":"Warhorse Skeleton","size":"Large","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":13,"armor_desc":"barding scraps","hit_points":22,"hit_dice":"3d10+6","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":15,"intelligence":2,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":["Ruins","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse-skeleton/"},{"slug":"weasel","desc":"","name":"Weasel","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"walk":30},"strength":3,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","attack_bonus":5,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":392,"environments":["Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_weasel/"},{"slug":"winter-wolf","desc":"The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves'deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.","name":"Winter Wolf","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":50},"strength":18,"dexterity":13,"constitution":14,"intelligence":7,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 15","languages":"Common, Giant, Winter Wolf","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4},{"name":"Cold Breath (Recharge 5-6)","desc":"The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."},{"name":"Snow Camouflage","desc":"The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."}],"spell_list":[],"page_no":392,"environments":["Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_winter-wolf/"},{"slug":"wolf","desc":"","name":"Wolf","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wolf/"},{"slug":"worg","desc":"A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.","name":"Worg","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":26,"hit_dice":"4d10+4","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":7,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Goblin, Worg","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_worg/"},{"slug":"wraith","desc":"","name":"Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"hover":true,"walk":0,"fly":60},"strength":6,"dexterity":16,"constitution":16,"intelligence":12,"wisdom":14,"charisma":15,"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":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":6,"damage_dice":"4d8","damage_bonus":3},{"name":"Create Specter","desc":"The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":355,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wraith/"},{"slug":"wyvern","desc":"","name":"Wyvern","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20,"fly":80},"strength":19,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":356,"environments":["Hill","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wyvern/"},{"slug":"abbanith-giant","desc":"This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws._  \n**Ancient Giants of the Deep.** Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor.  \n**Consummate Diggers.** Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature.  \n**Allies of the Earth.** For as long as either race can remember, abbanith giants have been allies of the Open Game License","name":"Abbanith Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10+27","speed":{"burrow":30,"walk":40},"strength":20,"dexterity":9,"constitution":17,"intelligence":10,"wisdom":13,"charisma":11,"strength_save":7,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 120 ft., passive Perception 11","languages":"Giant, Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The abbanith giant makes two thumb claw attacks."},{"name":"Thumb Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":7,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":[{"name":"Earth Counter (Recharge 6)","desc":"When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"One with the Earth","desc":"The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone."},{"name":"Siege Monster","desc":"The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone."}],"spell_list":[],"page_no":170,"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_abbanith-giant/"},{"slug":"ahu-nixta-drudge","desc":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._  \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations.  \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License","name":"Ahu-Nixta Drudge","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"clockwork armor","hit_points":26,"hit_dice":"4d8+8","speed":{"fly":30,"hover":true,"walk":30},"strength":15,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Void Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Whirring Blades","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clockwork Encasement","desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp."},{"name":"Immutable Form","desc":"The drudge's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor."},{"name":"Innate Spellcasting","desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\nAt will: fire bolt  (1d10)\n1/day: fear"}],"spell_list":[],"page_no":10,"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_ahu-nixta-drudge/"},{"slug":"alligator","desc":"","name":"Alligator","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":11,"hit_dice":"2d8+2","speed":{"swim":30,"walk":20},"strength":15,"dexterity":10,"constitution":13,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":4,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the alligator can't bite another target.","attack_bonus":4,"damage_dice":"1d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The alligator can hold its breath for 15 minutes."}],"spell_list":[],"page_no":387,"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_alligator/"},{"slug":"alpha-fish","desc":"A fish as large as a rowboat serenely floats beneath the surface of the water, its flowing fins and iridescent scales shimmering in the waves. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature._  \nAlpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather.  \n**Dazzling Dominance.** Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking.  \n**Aggressive.** If intimidation doesn’t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don’t recognize.  \n**Valuable.** Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish’s scales are valuable spell components.","name":"Alpha Fish","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":0,"swim":50},"strength":16,"dexterity":13,"constitution":16,"intelligence":1,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"intimidation":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The alpha fish uses its Fin Flare. It then makes two headbutt attacks."},{"name":"Headbutt","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Fin Flare","desc":"The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the alpha fish's Fin Flare for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Defensive Frenzy","desc":"When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action."},{"name":"Frightening Display","desc":"When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn."},{"name":"Too Aggressive","desc":"The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions."},{"name":"Water Breathing","desc":"The fish can breathe only under water."}],"spell_list":[],"page_no":14,"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_alpha-fish/"},{"slug":"animated-bearskin-rug","desc":"A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening._  \nAnimated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic.  \n**Inn Protection.** Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights.  \n**Bearserk.** There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice.  \n**Construct Nature.** An animated bearskin rug doesn’t require air, food, drink, or sleep.","name":"Animated Bearskin Rug","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":20},"strength":18,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":3,"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, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Envelop","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can't envelop another target."},{"name":"Menacing Roar (Recharge 6)","desc":"The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Damage Transfer","desc":"While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half."},{"name":"False Appearance","desc":"While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug."}],"spell_list":[],"page_no":24,"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_animated-bearskin-rug/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"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_apaxrusl/"},{"slug":"balloon-spider","desc":"Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey.  \nBeneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.","name":"Balloon Spider","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":36,"hit_dice":"8d8","speed":{"hover":true,"walk":20,"fly":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 5 (2d4) lightning damage, and the target must succeed on a DC 12 Constitution saving throw or it can move or take an action on its turn, but not both.","attack_bonus":5,"damage_dice":"1d6+2"},{"name":"Charged Web (Recharge 4-6)","desc":"Ranged Weapon Attack: +5 to hit, range 40/80 ft., one creature. Hit: The target is grappled (escape DC 13) by strands of charged webbing and begins to hover off the ground. Until this grapple ends, the target takes 1 lightning damage at the start of each of its turns. In addition, the grappled target can make a DC 12 Dexterity (Acrobatics) check to manipulate the strands of webbing and fly 10 feet in any direction."},{"name":"Draw In","desc":"The balloon spider magically pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the balloon spider, the spider can make one bite attack against the creature as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Erratic Discharge","desc":"A creature that starts its turn within 10 feet of the balloon spider must make a DC 12 Constitution saving throw. On a failure, the creature takes 2 (1d4) lightning damage and can move or take an action on its turn, but not both. On a success, the creature gains the benefits of the haste spell until the end of its turn. If a creature's saving throw is successful, it is immune to the spider's Erratic Discharge for the next 24 hours."}],"spell_list":[],"page_no":387,"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_balloon-spider/"},{"slug":"blood-imp","desc":"Blood drips from the lips of this crimson fiend._  \n**Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters.  \n**Temple Bane.** Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.","name":"Blood Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d4+4","speed":{"walk":20,"fly":40},"strength":6,"dexterity":14,"constitution":13,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":4,"religion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4+2"},{"name":"Spew Blood","desc":"Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bleed the Dying","desc":"The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the imp's darkvision."},{"name":"Magic Resistance","desc":"The imp has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":103,"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_blood-imp/"},{"slug":"brain-hood","desc":"A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.","name":"Brain Hood","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d4+10","speed":{"fly":40,"hover":true,"walk":20},"strength":4,"dexterity":16,"constitution":14,"intelligence":17,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Merge with Beast","desc":"If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."},{"name":"Speak with Beasts","desc":"While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."},{"name":"Innate Spellcasting (Psionics)","desc":"The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"}],"spell_list":[],"page_no":50,"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_brain-hood/"},{"slug":"carrier-mosquito","desc":"Carrier mosquitos are massive insects that defy logic, as they not only stay aloft but also zip around with incredible speed and maneuverability. Their nine-foot wingspans keep them from falling out of the sky, but their wings beat frequently, producing an incredibly loud and distracting drone. Swamp-dwelling Open Game License","name":"Carrier Mosquito","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":20,"fly":40},"strength":16,"dexterity":13,"constitution":15,"intelligence":2,"wisdom":8,"charisma":4,"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":"3","cr":3.0,"actions":[{"name":"Impaling Proboscis","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained, the mosquito can automatically hit the target with its impaling proboscis, and the mosquito can't make impaling proboscis attacks against other targets.","attack_bonus":5,"damage_dice":"2d10+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the carrier mosquito moves at least 20 feet straight toward a target and then hits it with an impaling proboscis attack on the same turn, the target takes an extra 5 (1d10) piercing damage."},{"name":"Disruptive Droning","desc":"While a carrier mosquito is in flight, it produces a constant, loud droning, forcing those nearby to shout in order to be heard. A spellcaster within 30 feet of the mosquito must succeed on a DC 10 spellcasting ability check to cast a spell with a verbal component. In addition, a creature that is concentrating on a spell and that starts its turn within 30 feet of the mosquito must succeed on a DC 10 Constitution saving throw or lose concentration on the spell."}],"spell_list":[],"page_no":389,"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_carrier-mosquito/"},{"slug":"catscratch","desc":"The small cat emits a horrific yowl as its body begins to bulge and swell. Within moments, a massive, veined humanoid covered in patches of fur stands in the cat’s place, casting a mad gaze._  \n**Not of This World.** A catscratch comes from parts unknown. No one is quite sure of its source, but wherever domestic cats are found, these creatures appear. It is a hybrid monster, created when an aberrant virus infects a cat or cat-like humanoid.  \n**Summoned by Rage.** An infected cat doesn’t transform until it becomes angry, leaving many communities unaware of the disease until it is too late. Once a cat is sufficiently upset, it swells to a massive size, turning into a catscratch intent on destroying everything in sight.","name":"Catscratch","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d12+24","speed":{"climb":15,"walk":30},"strength":18,"dexterity":14,"constitution":17,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The catscratch makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A felid or feline humanoid that fails this saving throw contracts catscratch fugue.","attack_bonus":6,"damage_dice":"1d10+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Vomit (Recharge 5-6)","desc":"The catscratch vomits poisonous bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save or half as much damage on a successful one. A felid or feline humanoid that fails this saving throw contracts catscratch fugue."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The catscratch has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Nine Lives (Recharges after a Short or Long Rest)","desc":"When the catscratch would be reduced to 0 hp, it instead drops to 9 hp."},{"name":"Pounce","desc":"If the catscratch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the catscratch can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":58,"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_catscratch/"},{"slug":"cave-drake","desc":"Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below._  \nHighly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey.  \n**Patient Predator.** An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature’s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake.  \n**Solitary Hunter.** The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or in other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season, when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out.  \n**Hoards.** Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.","name":"Cave Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"climb":30,"walk":30},"strength":17,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 13","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cave drake makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Blinding Spit (Recharge 5-6)","desc":"Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised."},{"name":"Keen Smell","desc":"The cave drake has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Spider Climb","desc":"The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Stone Camouflage","desc":"The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":55,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cave-drake/"},{"slug":"chill-haunt","desc":"This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.","name":"Chill Haunt","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"walk":0,"fly":30},"strength":7,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Shivering Touch","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cryophobia","desc":"Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."},{"name":"Fire Absorption","desc":"Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."},{"name":"Incorporeal Movement","desc":"The chill haunt can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":62,"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_chill-haunt/"},{"slug":"clockwork-leech","desc":"From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._  \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.  \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes.  \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets.  \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.","name":"Clockwork Leech","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"swim":60},"strength":14,"dexterity":12,"constitution":17,"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":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tail","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Anesthetizing Bite","desc":"When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns."},{"name":"Immutable Form","desc":"The clockwork leech is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork leech has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-leech/"},{"slug":"crinaea","desc":"A beautiful figure made of water and plants steps from the lake and smiles._  \nCrinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains.  \n**Water-bound Fey.** Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies.  \n**Friendly but Poisonous.** One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.","name":"Crinaea","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d8+8","speed":{"swim":60,"walk":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":17,"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":"fire","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Crinaea's Curse","desc":"The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned."},{"name":"Water-bound Form","desc":"The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source."},{"name":"Watery Form","desc":"While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Innate Spellcasting","desc":"The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water (create water only), purify food and drink (water only)\n1/day each: disguise self, fog cloud, protection from poison"}],"spell_list":[],"page_no":74,"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_crinaea/"},{"slug":"dancing-foliage","desc":"A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer._  \n**Jovial Creations.** Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world.  \n**Garden Guardians.** Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing.  \n**Dancing Gardeners.** When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.","name":"Dancing Foliage","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"chaotic good","armor_class":13,"armor_desc":null,"hit_points":66,"hit_dice":"12d8+12","speed":{"walk":40},"strength":9,"dexterity":17,"constitution":12,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3,"performance":6},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"passive Perception 13","languages":"Druidic, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The dancing foliage makes four attacks with its serrated leaves."},{"name":"Serrated Leaves","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Flower Dance (Recharge 4-6)","desc":"The dancing foliage uses one of the following flower dances: \n* Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n* Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shower of Petals","desc":"When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"False Appearance","desc":"While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree."},{"name":"Nimble Dance","desc":"The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns."}],"spell_list":[],"page_no":79,"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_dancing-foliage/"},{"slug":"derro-guard","desc":"The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern._  \nDeep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters.  \n**Assassins for Hire.** Derro outposts can be found in the slums of many surface cities.","name":"Derro Guard","size":"Small","type":"Humanoid","subtype":"derro","group":null,"alignment":"any non-good alignment","armor_class":13,"armor_desc":"leather armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":5,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 7","languages":"Common, Dwarvish, Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Aklys","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aklys Thrower","desc":"If the derro hits a target within 30 feet of it with a ranged attack with its aklys, it can use its bonus action to retrieve the aklys and make another attack against the same target."},{"name":"Magic Resistance","desc":"The derro has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":97,"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_derro-guard/"}]}