{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=58","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-armor_class&page=56","results":[{"slug":"swarm-of-ravens-a5e","desc":"","name":"Swarm of Ravens","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":17,"hit_dice":"5d8-5","speed":{"walk":10,"fly":50},"strength":6,"dexterity":14,"constitution":8,"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":null,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious","senses":"passive Perception 13","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Beaks","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage  or 3 (1d6) piercing damage if the swarm is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points."}],"spell_list":[],"page_no":461,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-ravens/"},{"slug":"thunderbird-a5e","desc":"","name":"Thunderbird","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":30,"fly":80},"strength":18,"dexterity":14,"constitution":18,"intelligence":2,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The griffon attacks once with its beak and once with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage  or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target  and the target is grappled (escape DC 14). Until this grapple ends  the griffon can't attack a different target with its talons."},{"name":"Lightning Strike (Recharge 6)","desc":"The thunderbird exhales a blast of lightning at one target within 60 feet. The target makes a DC 12 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half the damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The griffon has advantage on Perception checks that rely on sight."},{"name":"Storm Sight","desc":"A thunderbirds vision is not limited by weather."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_thunderbird/"},{"slug":"tiger-a5e","desc":"","name":"Tiger","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":30,"hit_dice":"4d10+8","speed":{"walk":40},"strength":16,"dexterity":14,"constitution":14,"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":null,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"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 target. Hit: 8 (1d10+3) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. If the tiger moves at least 20 feet straight towards the target before the attack  the target makes a DC 13 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Opportune Bite","desc":"The tiger makes a bite attack against a prone creature."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The tiger has advantage on Perception checks that rely on smell."}],"spell_list":[],"page_no":462,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_tiger/"},{"slug":"trickster-priest-a5e","desc":"","name":"Trickster Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":null,"skills":{"medicine":5,"insight":5,"persuasion":3,"religion":3,"deception":3,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit  the priest can expend a spell slot to deal 7 (2d6) radiant damage  plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw  taking 9 (2d8) radiant damage on a failure. This spell ignores cover."},{"name":"Invisibility (2nd-Level; V, S, M, Concentration)","desc":"The priest or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell."},{"name":"Spirit Guardians (3rd-Level; V, S, M, Concentration)","desc":"Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC 13 Wisdom saving throw  taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success."}],"bonus_actions":[{"name":"Healing Word (1st-Level; V)","desc":"The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13\n +5 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): sacred flame\n thaumaturgy\n minor illusion\n 1st-level (4 slots): ceremony\n detect evil and good\n healing word\n disguise self\n 2nd-level (3 slots): lesser restoration\n invisibility\n 3rd-level (2 slots): spirit guardians\n major image"}],"spell_list":[],"page_no":488,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_trickster-priest/"},{"slug":"wereboar-a5e","desc":"","name":"Wereboar","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"damage from nonmagical, non-silvered weapons","condition_immunities":"","senses":"passive Perception 12","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The wereboar makes two attacks  only one of which can be with its tusks."},{"name":"Maul (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."},{"name":"Tusks (Boar or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack  the attack deals an extra 7 (2d6) slashing damage. If the target is a creature  it makes a DC 13 Strength saving throw  falling prone on a failure. If the target is a humanoid  it makes a DC 12 Constitution saving throw. On a failure  it is cursed with wereboar lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Tusks (While Bloodied","desc":"The wereboar attacks with its tusks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Relentless (1/Day)","desc":"If the wereboar takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point."},{"name":"Wolfsbane","desc":"Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour."}],"spell_list":[],"page_no":313,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wereboar/"},{"slug":"wererat-a5e","desc":"","name":"Wererat","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft. (rat or hybrid form only), passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Shortsword (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 12 (3d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 12 (3d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Bite (Rat or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid  it makes a DC 11 Constitution saving throw. On a failure  it is cursed with wererat lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The wererat changes its form to a giant rat, a rat-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in rat form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Bite (While Bloodied","desc":"The wererat makes a bite attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The wererat has advantage on Perception checks that rely on smell."},{"name":"Pack Tactics","desc":"The wererat has advantage on attack rolls against a creature if at least one of the wererats allies is within 5 feet of the creature and not incapacitated."},{"name":"Wolfsbane","desc":"Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour."}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wererat/"},{"slug":"werewolf-a5e","desc":"","name":"Werewolf","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":4,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"damage from nonmagical, non-silvered weapons","condition_immunities":"","senses":"darkvision 30 ft. (wolf or hybrid form only), passive Perception 14","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The werewolf makes two melee attacks  only one of which can be with its bite."},{"name":"Greatclub (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."},{"name":"Claw (Wolf or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage."},{"name":"Bite (Wolf or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid  it makes a DC 12 Constitution saving throw. On a failure  it is cursed with werewolf lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Bite (While Bloodied","desc":"The werewolf makes a bite attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The werewolf has advantage on Perception checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":315,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_werewolf/"},{"slug":"wolf-a5e","desc":"","name":"Wolf","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40},"strength":12,"dexterity":14,"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":null,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., 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: 5 (1d6+2) piercing damage. If the target is a creature  it makes a DC 12 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Perception checks that rely on hearing and smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":463,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wolf/"},{"slug":"yeti-a5e","desc":"","name":"Yeti","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":40,"climb":40},"strength":18,"dexterity":12,"constitution":16,"intelligence":8,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"passive Perception 13","languages":"Yeti","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The yeti uses Chilling Gaze and makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage."},{"name":"Chilling Gaze (Gaze)","desc":"One creature within 30 feet that is not immune to cold damage makes a DC 13 Constitution saving throw. On a failure  the creature takes 10 (3d6) cold damage and is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to any Chilling Gaze for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The yeti has advantage on Stealth checks made to hide in snowy terrain."},{"name":"Fire Fear","desc":"When the yeti takes fire damage, it is rattled until the end of its next turn."},{"name":"Storm Sight","desc":"The yetis vision is not obscured by weather conditions."}],"spell_list":[],"page_no":433,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_yeti/"},{"slug":"accursed-defiler","desc":"_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._  \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand.  \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe.  \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands.  \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.","name":"Accursed Defiler","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":6,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands an ancient language, but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The accursed defiler makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Sandslash (Recharge 5-6)","desc":"As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cursed Existence","desc":"When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction."},{"name":"Sand Shroud","desc":"A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."}],"spell_list":[],"page_no":12,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_accursed-defiler/"},{"slug":"beggar-ghoul","desc":"","name":"Beggar Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Savage Hunger","desc":"A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit."}],"spell_list":[],"page_no":221,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_beggar-ghoul/"},{"slug":"cikavak","desc":"_The cikavak is a remarkably ugly magical bird—a supernatural creature conjured through a lengthy ritual. A dark gray comb flops atop their heads and shapeless wattles dangle from their throats. They seem unimposing._  \n**Dagger Beaks.** Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids—or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don’t speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds.  \n**Potion Pouches.** Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury.  \nThieves make use of this ability, directing the birds to siphon up liquids and thus steal honey from neighbors’ beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians’ towers, alchemists’ shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. They carry these stolen fluids back to their owner in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best.  \n**Folk Conjuration.** To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and requires a successful DC 15 Intelligence (Arcana) check to succeed. (The material components can be used multiple times, until the ritual succeeds). The hen’s egg must then be carried and kept warm for 40 days. During this time, the ritual caster must not bathe or be subject to any spell effects. Usable only by non-casters, the ritual’s feeble magic is immediately dispelled if the cikavak’s master uses any other sort of spell or spell-like ability.","name":"Cikavak","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"","hit_points":17,"hit_dice":"7d4","speed":{"walk":10,"fly":40},"strength":4,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"acid, fire, poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common; telepathy (touch)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: speak with animals\n\n1/day: silence"}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cikavak/"},{"slug":"clockwork-hound","desc":"_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._  \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.  \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit.  \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.  \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.","name":"Clockwork Hound","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":50},"strength":16,"dexterity":15,"constitution":14,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":5,"damage_dice":"2d10"},{"name":"Tripping Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Explosive Core","desc":"The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork hound is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork hound has advantage on saving throws against spells and other magical effects."},{"name":"Diligent Tracker","desc":"Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking."}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-hound/"},{"slug":"corrupting-ooze","desc":"_A corrupting ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer, and it leaves a stinking trail of acidic slime wherever it goes._  \n**Swim and Walk.** A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets, though its stench and its lack of speech make it unlikely that anyone might mistake it for a normal person. They are frequently soldiers and servants to heralds of blood and darkness.  \n**Dissolve Bones.** A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything including the bones in a matter of minutes. This function makes them an important element of certain dark rituals.","name":"Corrupting Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"natural armor","hit_points":115,"hit_dice":"10d10+60","speed":{"walk":20,"swim":30},"strength":16,"dexterity":10,"constitution":22,"intelligence":4,"wisdom":2,"charisma":1,"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":"","damage_resistances":"slashing, bludgeoning","damage_immunities":"acid, fire, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft., tremorsense 60 ft., passive Perception 5","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13).","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corrupting Touch","desc":"When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw."},{"name":"Strong Swimmer","desc":"A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed."}],"spell_list":[],"page_no":311,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_corrupting-ooze/"},{"slug":"degenerate-titan","desc":"_This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits._  \n**Haunt Ruins.** The degenerate descendants of once-noble titans haunt the ruins where their cities once flourished. They hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly.  \n**Insane and Moody.** Degenerate titans are prone to insanity and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if they were gods. Their lairs are filled with items scavenged from the city. These collections are a hodgepodge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash.  \n**Primal Power.** Degenerate titans cannot command magical words of power, but they have tapped into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of magic.","name":"Degenerate Titan","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"crude armored coat","hit_points":161,"hit_dice":"14d12+70","speed":{"walk":40},"strength":24,"dexterity":6,"constitution":20,"intelligence":6,"wisdom":9,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"intimidation":1,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Titan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The degenerate titan makes two greatclub attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8"},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10"},{"name":"Earthstrike (Recharge 4-6)","desc":"The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone."},{"name":"Shout of the Void (Recharge 4-6)","desc":"The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The degenerate titan has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_degenerate-titan/"},{"slug":"devilbound-gnomish-prince","desc":"","name":"Devilbound Gnomish Prince","size":"Small","type":"Humanoid","subtype":"gnome","group":null,"alignment":"any evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":104,"hit_dice":"19d6+38","speed":{"walk":25},"strength":10,"dexterity":14,"constitution":15,"intelligence":16,"wisdom":12,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":7,"wisdom_save":null,"charisma_save":10,"perception":null,"skills":{"arcana":7,"deception":10,"history":7,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Infernal, Gnomish","challenge_rating":"9","cr":9.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":6,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Banishing Word (1/Day)","desc":"When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage."},{"name":"Infernal Blessing","desc":"The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points."},{"name":"Infernal Tie","desc":"The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence."},{"name":"Innate Spellcasting","desc":"the devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n\nat will: detect magic, false life, mage armor\n\n1/rest each: create undead, forcecage, power word stun"},{"name":"Magic Resistance","desc":"The devilbound gnomish prince has advantage on all saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"the devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:\n\ncantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation\n\n5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_devilbound-gnomish-prince/"},{"slug":"erina-scrounger","desc":"_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.","name":"Erina Scrounger","size":"Small","type":"Humanoid","subtype":"erina","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"leather armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":20,"burrow":20},"strength":9,"dexterity":12,"constitution":14,"intelligence":13,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Erina","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":3,"damage_dice":"1d4"},{"name":"Sling","desc":"Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage."}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_erina-scrounger/"},{"slug":"wormhearted-suffragan","desc":"_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._  \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.  \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.  \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife.  \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.","name":"Wormhearted Suffragan","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":11,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":6,"religion":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack."},{"name":"Helminth Infestation","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead"}],"spell_list":[],"page_no":410,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wormhearted-suffragan/"},{"slug":"agnibarra","desc":"","name":"Agnibarra","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":null,"hit_points":39,"hit_dice":"6d6+18","speed":{"walk":30},"strength":12,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Ignan","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","name":"Burning Claw"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","name":"Spit Fire"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren't being worn or carried ignite.","name":"Body in Flames"},{"desc":"The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet.","name":"Illumination"}],"spell_list":[],"page_no":9,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_agnibarra/"},{"slug":"alkonost","desc":"","name":"Alkonost","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":17,"hit_dice":"5d6","speed":{"fly":40,"walk":20},"strength":11,"dexterity":14,"constitution":10,"intelligence":7,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.","name":"Claws"},{"desc":"The alkonost sings a beautiful melody. Each creature within 30 feet of it that can hear the melody must succeed on a DC 12 Charisma saving throw or take 7 (2d6) lightning damage the next time it moves.","name":"Charged Melody (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"An alkonost is immune to the effects of magical and natural wind, including effects that would force it to move, impose disadvantage on Wisdom (Perception) checks, or force it to land when flying. In addition, its weapon attacks do an extra 2 (1d4) lightning damage if it is within 1 mile of a lightning storm.","name":"One with Wind"}],"spell_list":[],"page_no":12,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alkonost/"},{"slug":"anophiloi","desc":"","name":"Anophiloi","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d6+12","speed":{"climb":20,"fly":40,"walk":30},"strength":12,"dexterity":14,"constitution":14,"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":null,"skills":{"stealth":4},"damage_vulnerabilities":"cold","damage_resistances":"poison","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The anophiloi makes two attacks: one with its claws and one with its bite.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and if the target is Large or smaller, the anophiloi attaches to it. While attached, the anophiloi doesn't attack. Instead, at the start of each of the anophiloi's turns, the target loses 5 (1d6 + 2) hp due to blood loss.\n\nThe anophiloi can detach itself by spending 5 feet of its movement. It does so after it drains 20 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the anophiloi by succeed on a DC 13 Strength check.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The anophiloi has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"The anophiloi can pinpoint, by scent, the location of living creatures within 30 feet of it.","name":"Blood Sense"}],"spell_list":[],"page_no":39,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_anophiloi/"},{"slug":"archaeopteryx","desc":"","name":"Archaeopteryx","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":7,"hit_dice":"3d4","speed":{"fly":50,"walk":5},"strength":6,"dexterity":13,"constitution":10,"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":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"desc":"The archaeopteryx makes two attacks: one with its beak and one with its talons.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","name":"Beak"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.","name":"Talons"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.","name":"Flyby"}],"spell_list":[],"page_no":25,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_archaeopteryx/"},{"slug":"astral-snapper","desc":"","name":"Astral Snapper","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":78,"hit_dice":"12d8+24","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":1,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Deep Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.\n\nFrom the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.","name":"Astral Devour"}],"spell_list":[],"page_no":43,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_astral-snapper/"},{"slug":"bar-brawl","desc":"","name":"Bar Brawl","size":"Huge","type":"Humanoid","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"leather armor","hit_points":67,"hit_dice":"9d12+9","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":13,"intelligence":11,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bar brawl makes two melee attacks or two darts attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"4d6","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.","name":"Barstool"},{"attack_bonus":4,"damage_dice":"4d4","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Broken Bottles"},{"attack_bonus":3,"damage_dice":"4d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/40 ft. Hit: 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Darts"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.","name":"Liquid Courage (Recharge 5-6)"},{"desc":"The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":48,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bar-brawl/"},{"slug":"bookkeeper","desc":"","name":"Bookkeeper","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"fly":30,"walk":20},"strength":8,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"either cold or fire (designated at the time of the bookkeeper's creation), poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/8","cr":0.125,"actions":[{"attack_bonus":4,"damage_dice":"1d6","desc":"Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 3 (1d6) poison damage and the target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn.","name":"Ink Splash"},{"desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 1 poison damage.","name":"Bite"},{"desc":"While inside its book, the bookkeeper magically turns its book invisible until it attacks, or until its concentration ends (as if concentrating on a spell). The bookkeeper is also invisible while inside the invisible book","name":"Elusive Pages"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action while within 30 feet of its book, the bookkeeper can hop inside its book. While inside its book, the bookkeeper has a flying speed of 30 feet and is indistinguishable from ink on a page.","name":"Between the Lines"},{"desc":"A bookkeeper makes all attacks, saving throws, and skill checks with advantage when its creator is within 60 feet of its book. The bookkeeper's hp maximum is reduced by 1 for every minute it is further than 60 feet from its book. When its hp maximum reaches 0, it dies. If its creator dies, the bookkeeper can be convinced to pass ownership of the book to a new creature if the creature succeeds on a DC 13 Charisma check. The new owner becomes the bookkeeper's new “creator” and inherits the bookkeeper along with the book.","name":"Book Bound"},{"desc":"When the bookkeeper dies, the book it is bound to is also destroyed.","name":"Disintegrate"}],"spell_list":[],"page_no":55,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bookkeeper/"},{"slug":"carbuncle","desc":"","name":"Carbuncle","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic good","armor_class":12,"armor_desc":null,"hit_points":36,"hit_dice":"8d6+8","speed":{"climb":20,"walk":40},"strength":8,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 15","languages":"Carbuncle, Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The carbuncle makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"desc":"The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Light Beam (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","name":"Gem Illumination"},{"desc":"The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"}],"spell_list":[],"page_no":57,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_carbuncle/"},{"slug":"clockwork-soldier","desc":"","name":"Clockwork Soldier","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":13,"dexterity":13,"constitution":16,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Halberd"},{"desc":"The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.","name":"Overdrive Flurry (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The soldier is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.","name":"Intimidating Legions"},{"desc":"The soldier has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-soldier/"},{"slug":"cueyatl-sea-priest","desc":"","name":"Cueyatl Sea Priest","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"leather armor","hit_points":45,"hit_dice":"10d6+10","speed":{"climb":20,"swim":30,"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan, Cueyatl","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":2,"damage_dice":"1d6","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.","name":"Trident"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cueyatl can breathe air and water.","name":"Amphibious"},{"desc":"The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"},{"desc":"The cueyatl has advantage on saving throws and ability checks made to escape a grapple.","name":"Slippery"},{"desc":"The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language.","name":"Speak with Sea Life"},{"desc":"The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): guidance, poison spray\n1st level (3 slots): animal friendship, create or destroy water, fog cloud, speak with animals","name":"Spellcasting"},{"desc":"The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cueyatl-sea-priest/"},{"slug":"darakhul-shadowmancer","desc":"","name":"Darakhul Shadowmancer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":1,"investigation":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.","name":"Master of Disguise"},{"desc":"While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.","name":"Stench"},{"desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, prestidigitation\n1st level (4 slots): mage armor, ray of sickness, silent image\n2nd level (3 slots): misty step, scorching ray, see invisibility\n3rd level (3 slots): animate dead, dispel magic, stinking cloud\n4th level (2 slots): arcane eye, black tentacles, confusion\n5th level (1 slot): teleportation circle","name":"Spellcasting"}],"spell_list":[],"page_no":173,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_darakhul-shadowmancer/"},{"slug":"dark-servant","desc":"","name":"Dark Servant","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"leather armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":13,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Umbral","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The dark servant makes two attacks with its sickle.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","name":"Sickle"},{"attack_bonus":3,"damage_dice":"1d8+1","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark servant has advantage on saving throws\nagainst being charmed or frightened.","name":"Dark Devotion"},{"desc":"Magical darkness doesn't impede the dark folk's darkvision.","name":"Darksight"},{"desc":"The dark servant has advantage on attack rolls against a creature if at least one of the dark servant's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the dark servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-servant/"},{"slug":"enchanter","desc":"","name":"Enchanter","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"any alignment","armor_class":12,"armor_desc":"15 with mage armor","hit_points":58,"hit_dice":"13d8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":19,"wisdom":13,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":null,"charisma_save":7,"perception":4,"skills":{"arcana":7,"history":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"},{"desc":"The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours.","name":"Captivating Gaze"}],"bonus_actions":null,"reactions":[{"desc":"When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn.","name":"Beguiling Parry (Recharge 4-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep.","name":"Fey Ancestry"},{"desc":"When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.","name":"Reach of the Fey"},{"desc":"The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared: \nCantrips (at will): dancing lights, friends, mage hand, message, prestidigitation\n1st level (4 slots): charm person*, hideous laughter*, magic missile\n2nd level (3 slots): hold person*, invisibility, suggestion*\n3rd level (3 slots): hypnotic pattern, lightning bolt\n4th level (3 slots): confusion*, conjure minor elementals\n5th level (2 slots): dominate person*, hold monster*, mislead, modify memory*\n6th level (1 slots): irresistible dance*, chain lightning\n7th level (1 slot): prismatic spray*\nEnchantment spell of 1st level or higher","name":"Spellcasting"}],"spell_list":[],"page_no":143,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_enchanter/"},{"slug":"exploding-toad","desc":"","name":"Exploding Toad","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"natural armor","hit_points":2,"hit_dice":"1d4","speed":{"swim":20,"walk":20},"strength":1,"dexterity":13,"constitution":11,"intelligence":4,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 9","languages":"understands Goblin but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","name":"Bite"}],"bonus_actions":null,"reactions":[{"desc":"The exploding toad can turn an attack that missed it into a hit or turn a successful saving throw into a failure.","name":"Death Leap"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The toad can breathe air and water.","name":"Amphibious"},{"desc":"When the toad is reduced to 0 hp, it explodes in a 10-foot-radius sphere. Each creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Final Croak"},{"desc":"Ranged attacks against the toad have disadvantage.","name":"Mad Hopping"},{"desc":"When an attack or effect deals fire damage to the toad, the toad can choose to take the fire damage as if it were not immune.","name":"Selective Immunity"},{"desc":"The toad's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":150,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_exploding-toad/"},{"slug":"fear-liath","desc":"","name":"Fear Liath","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d10","speed":{"walk":40},"strength":17,"dexterity":15,"constitution":10,"intelligence":8,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"any languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If remove curse is cast upon a fear liath, it is instantly destroyed. In addition, if the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.","name":"Gray Curse"},{"desc":"The fear liath becomes incorporeal and appears as a dark gray shadow while any living creature looks directly at it. While incorporeal, it 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. While incorporeal, it also gains resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. The fear liath has no control over this trait.\n\nUnless surprised, a creature can avert its eyes to avoid looking directly at the fear liath at the start of its turn. If the creature does so, it can't see the fear liath until the start of its next turn, when it can avert its eyes again. If a creature looks at the fear liath, the fear liath becomes incorporeal.","name":"Unwatchable"}],"spell_list":[],"page_no":152,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fear-liath/"},{"slug":"flame-eater-swarm","desc":"","name":"Flame Eater Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d8+6","speed":{"fly":40,"walk":0},"strength":3,"dexterity":15,"constitution":12,"intelligence":2,"wisdom":14,"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":"bludgeoning, piercing, slashing","damage_immunities":"fire","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 30 ft., passive Perception 12","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The swarm can make two bite attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hp or fewer.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any normal fire in the flame eater swarm's space at the end of the swarm's turn is extinguished. Magical fire (a flaming weapon or wall of fire spell, for example) is extinguished if the swarm makes a successful DC 13 Constitution check. Only the swarm's space is affected; fires larger than the swarm continue burning outside the swarm's space. For 1 minute after the swarm consumes any flame, its bite attack deals an extra 9 (2d8) fire damage and any creature that ends its turn in the swarm's space takes 4 (1d8) fire damage.","name":"Consume Flame"},{"desc":"The swarm can occupy the same space as another creature and vice versa. The swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_flame-eater-swarm/"},{"slug":"flesh-reaver","desc":"","name":"Flesh Reaver","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":19,"hit_dice":"3d8+6","speed":{"walk":40},"strength":14,"dexterity":14,"constitution":14,"intelligence":5,"wisdom":10,"charisma":8,"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":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"understands Common and Darakhul but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Consume Flesh"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"If the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the flesh reaver can make one Consume Flesh attack against it as a bonus action.","name":"Leap"},{"desc":"The flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":160,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_flesh-reaver/"},{"slug":"glass-golem","desc":"","name":"Glass Golem","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":45,"hit_dice":"10d6+10","speed":{"walk":20},"strength":10,"dexterity":15,"constitution":13,"intelligence":3,"wisdom":8,"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":"bludgeoning","damage_resistances":"piercing and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages of its creator but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Shard"}],"bonus_actions":null,"reactions":[{"desc":"When a glass golem takes bludgeoning damage, it can make one shard attack against each creature within 5 feet of it.","name":"Shatter"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The glass golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":200,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_glass-golem/"},{"slug":"gloomflower","desc":"","name":"Gloomflower","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d4+24","speed":{"walk":10},"strength":10,"dexterity":6,"constitution":16,"intelligence":1,"wisdom":6,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 120 ft. passive Perception 8","languages":"understands all languages known by creatures within 120 feet, but can't speak, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The gloomflower makes two psychic strike attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"3d6","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.","name":"Psychic Strike"},{"desc":"Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. \n\nA creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.","name":"Corrupting Visions (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.","name":"Blur"},{"desc":"Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.","name":"Psychic Scream"}],"spell_list":[],"page_no":188,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gloomflower/"},{"slug":"goreling","desc":"","name":"Goreling","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":11,"hit_dice":"2d6+4","speed":{"walk":20},"strength":12,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":5,"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":"necrotic, poison","condition_immunities":"poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 7","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. ++ Reactions","name":"Slam"},{"desc":"When a goreling is hit but not reduced to 0 hp, it splits into two new gorelings. Each new goreling has 1 hp, doesn't have this reaction, and is one size smaller than the original goreling.","name":"Multiplying"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If 6 or more gorelings are within 30 feet of one another, they become frenzied and their attacks deal an extra 2 (1d4) necrotic damage.","name":"Bloodthirsty"},{"desc":"Up to five gorelings can occupy the same space.","name":"Swarming"}],"spell_list":[],"page_no":207,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_goreling/"},{"slug":"inkling","desc":"","name":"Inkling","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":10,"hit_dice":"4d4","speed":{"walk":20},"strength":4,"dexterity":14,"constitution":10,"intelligence":14,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","name":"Lash"}],"bonus_actions":null,"reactions":[{"desc":"If a spell attack hits the inkling, it can force the attacker to make a DC 12 Intelligence saving throw. If the attacker fails the saving throw, the spell is redirected to hit another creature of the inkling's choice within 30 feet.","name":"Redirect Spell"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The inkling can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"If an inkling spends 24 hours with a spellbook or a spell scroll, it can learn the magic of one 2nd level or lower spell, erasing and absorbing all the ink and magic used to inscribe the spell. The inkling can then cast the spell once per day.","name":"A Thirst for Knowledge"},{"desc":"The inkling has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The inkling's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring only somatic components:\nAt will: fire bolt, mending, minor illusion, prestidigitation\n1/day each: color spray, detect magic, magic missile","name":"Innate Spellcasting"}],"spell_list":[],"page_no":227,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_inkling/"},{"slug":"junk-shaman","desc":"","name":"Junk Shaman","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":"15 with junk armor","hit_points":42,"hit_dice":"12d6","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":11,"intelligence":11,"wisdom":17,"charisma":9,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The kobold junk shaman makes two junk staff attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.","name":"Junk Staff"},{"attack_bonus":5,"damage_dice":"2d6","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.","name":"Flame Jet"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kobold casts animate objects without any components. Wisdom is its spellcasting ability.","name":"Animate Objects (1/Day)"},{"desc":"As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.","name":"Junk Armor"},{"desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":238,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_junk-shaman/"},{"slug":"kitsune","desc":"","name":"Kitsune","size":"Small","type":"Fey","subtype":"shapechanger","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":null,"hit_points":49,"hit_dice":"14d6","speed":{"walk":30},"strength":8,"dexterity":15,"constitution":11,"intelligence":12,"wisdom":15,"charisma":14,"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":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"desc":"In humanoid form, the kitsune makes one rapier attack and one dagger attack. In fox form, it makes two bite attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","name":"Bite (Fox Form Only)"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Dagger (Humanoid Form Only). Melee or Ranged Weapon","name":"Rapier (Humanoid Form Only)"},{"desc":"+4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Attack"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kitsune can use its action to polymorph into a Small or Medium humanoid, or back into its true form. The kitsune's tails remain, however, and its humanoid form often has a fine coat of fur the same color as the kitsune. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"The kitsune's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The kitsune can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, fire bolt (2d10), invisibility (self only), major image\n2/day each: disguise self, fear, tongues\n1/day each: confusion, fly","name":"Innate Spellcasting"}],"spell_list":[],"page_no":236,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kitsune/"},{"slug":"lady-in-white","desc":"","name":"Lady in White","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any alignment","armor_class":12,"armor_desc":null,"hit_points":49,"hit_dice":"11d8","speed":{"fly":30,"hover":true,"walk":0},"strength":6,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":11,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"any languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage, and, if the target is a Large or smaller humanoid, the lady in white attaches to it. The lady in white attaches to the target's back, where it is unable to see the lady in white. The lady in white can detach itself by spending 5 feet of its movement. A creature, other than the target, can take its action to detach the lady in white by succeeding on a DC 14 Strength check.","name":"Grasp"},{"desc":"The lady in white makes one grasp attack against the target to which it is attached. If the attack hits, the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a female humanoid dies from this attack, a new lady in white rises from the corpse 1d4 hours later.","name":"Inflict Sorrow"},{"desc":"The lady in white turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell).","name":"Invisibility"},{"desc":"The lady in white does away with her living disguise and reveals her undead state. Each non-undead creature within 50 feet of the lady that can see her 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 target's saving throw is successful or the effect ends for it, the target is immune to the lady's Corpse Revealed for the next 24 hours.","name":"Corpse Revealed"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The lady in white can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"}],"spell_list":[],"page_no":246,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_lady-in-white/"},{"slug":"living-shade","desc":"","name":"Living Shade","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":18,"hit_dice":"4d8","speed":{"walk":40},"strength":6,"dexterity":14,"constitution":10,"intelligence":9,"wisdom":10,"charisma":12,"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":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d4","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) cold damage.","name":"Shadow Touch"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The living shade can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"While in dim light or darkness, the living shade can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"While in sunlight, the living shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":255,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_living-shade/"},{"slug":"morko","desc":"","name":"Morko","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":17,"hit_dice":"5d6","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":11,"intelligence":12,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"","senses":"passive Perception 12","languages":"Elvish, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","name":"Spear"},{"desc":"The morko fixes its gaze on a creature it can see within 30 feet. The target must make a DC 13 Wisdom saving throw or become cursed with ill manners, taking disadvantage on all ability checks and saving throws based on","name":"Disdainful Eye (Recharge 6)"},{"desc":"The curse lasts until removed by the remove curse spell or other magic, or until the creature drinks a pitcher of curdled milk.","name":"Charisma"},{"desc":"For 1 minute, the morko magically decreases in size, along with anything it is wearing or carrying. While shrunken, the morko is Tiny, halves its damage dice on Strength-based weapon attacks, and makes Strength checks and Strength saving throws with disadvantage. If the morko lacks the room to grow back to its regular size, it attains the maximum size possible in the space available.","name":"Shrink (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The morko has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":270,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_morko/"},{"slug":"ramag-portal-master","desc":"","name":"Ramag Portal Master","size":"Medium","type":"Humanoid","subtype":"ramag","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"15 with mage armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":18,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7,"investigation":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Abyssal, Celestial, Common, Giant, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The ramag portal master makes two lightning stroke attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 14 (4d6) force damage.","name":"Gate Seal"},{"attack_bonus":7,"damage_dice":"4d6","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage. If the target is a creature, it can't take reactions until the start of the ramag's next turn.","name":"Lightning Stroke"},{"desc":"The ramag magically empowers its gate seal to dampen teleportation, planar gates, and portals within 60 feet of it. A creature that attempts to teleport while within or into the area must succeed on a DC 15 Charisma saving throw or the teleport fails. Spells and abilities that conjure creatures or objects automatically fail, and portals or gates are suppressed while they remain in the area. The seal lasts 1 hour, or until the ramag loses concentration on it as if concentrating on a spell.","name":"Dimensional Seal (Recharges after a Short or Long Rest)"},{"desc":"The ramag creates two magical gateways in unoccupied spaces it can see within 100 feet of it. The gateways appear as shimmering, opaque ovals in the air. A creature that moves into one gateway appears at the other immediately. The gateways last for 1 minute, or until the ramag loses concentration on them as if concentrating on a spell.","name":"Weave Dimensions"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ramag has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The ramag portal master is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, light, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, mage armor, magic missile\n2nd level (3 slots): arcane lock, hold person, levitate, misty step\n3rd level (3 slots): counterspell, dispel magic, fireball\n4th level (1 slot): banishment","name":"Spellcasting"}],"spell_list":[],"page_no":313,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ramag-portal-master/"},{"slug":"rimewing","desc":"","name":"Rimewing","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"fly":30,"walk":25},"strength":11,"dexterity":14,"constitution":12,"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":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Proboscis"},{"desc":"A 20-foot radius cloud of colorful ice crystals extends from the rimewing. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be charmed by the rimewing for 1 minute. While charmed by the rimewing, a creature is incapacitated and must move up to its speed toward the rimewing at the start of its turn, stopping when it is 5 feet away. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Frosted Wings (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant moth has advantage on Wisdom (Perception) checks that rely on smell.","name":"Antennae"}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_rimewing/"},{"slug":"serpentfolk-of-yig","desc":"","name":"Serpentfolk of Yig","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":40,"hit_dice":"9d8","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":11,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":4,"perception":2,"skills":{"deception":6,"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common, Draconic, Infernal, Void Speech","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The serpentfolk makes two attacks: one with its bite and one with its scimitar.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Scimitar"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Shortbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The serpentfolk has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The serpentfolk's innate spellcasting ability is Charisma (spell save DC 12). The serpentfolk can innately cast the following spells, requiring no material components:\n3/day each: charm person, disguise self","name":"Innate Spellcasting"}],"spell_list":[],"page_no":324,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_serpentfolk-of-yig/"},{"slug":"servant-of-yig","desc":"","name":"Servant of Yig","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":90,"hit_dice":"12d8+36","speed":{"swim":30,"walk":30},"strength":15,"dexterity":14,"constitution":16,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":5,"skills":{"perception":5,"persuasion":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 11","languages":"Abyssal, Common, Draconic, Infernal, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The servant of Yig makes two attacks: one with its bite and one with its glaive.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned. While poisoned this way, the target is incapacitated and takes 7 (2d6) poison 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.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) slashing damage.","name":"Glaive"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the Servant of Yig can't constrict another target.","name":"Constrict"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The Servant of Yig has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The Servant of Yig's innate spellcasting ability is Charisma (spell save DC 12). The servant can innately cast the following spells, requiring no material components:\n3/day each: charm person, fear\n1/day: confusion","name":"Innate Spellcasting"}],"spell_list":[],"page_no":325,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_servant-of-yig/"},{"slug":"shockwing","desc":"","name":"Shockwing","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":27,"hit_dice":"5d6+10","speed":{"fly":30,"walk":25},"strength":11,"dexterity":15,"constitution":14,"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":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The shockwing makes two proboscis attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 2 (1d4) lightning damage.","name":"Proboscis"},{"desc":"A 20-foot radius burst of electricity releases from the shockwing. Each creature in that area must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.","name":"Fulminating Wings (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant moth has advantage on Wisdom (Perception) checks that rely on smell.","name":"Antennae"},{"desc":"At the start of each of the shockwing's turns, each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 2 (1d4) lightning damage. This trait doesn't function if the shockwing has used its Fulminating Wings in the last 24 hours.","name":"Charged"}],"spell_list":[],"page_no":179,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shockwing/"},{"slug":"snow-cat","desc":"","name":"Snow Cat","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":13,"hit_dice":"3d8","speed":{"climb":40,"walk":50},"strength":14,"dexterity":14,"constitution":10,"intelligence":3,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The snow cat has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"If the snow cat surprises a creature and hits it with a bite attack, the target is grappled (escape DC 12) if it is a Medium or smaller creature.","name":"Stalker"},{"desc":"The snow cat has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.","name":"Snow Camouflage"}],"spell_list":[],"page_no":346,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_snow-cat/"}]}