{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-challenge_rating&page=20","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-challenge_rating&page=18","results":[{"slug":"gladiator_bf","desc":"","name":"Gladiator","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":16,"armor_desc":"studded leather, shield","hit_points":108,"hit_dice":"","speed":{"walk":30},"strength":24,"dexterity":14,"constitution":22,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":7,"dexterity_save":2,"constitution_save":6,"intelligence_save":0,"wisdom_save":1,"charisma_save":2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"frightened","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes two Shield Bash attacks and two Spear attacks, or it makes three Spear attacks."},{"name":"Shield Bash","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 STR save or be knocked prone."},{"name":"Spear","desc":"_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. and range 20/60 ft., one target. _Hit:_ 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":[{"name":"Entertaining Display","desc":"The gladiator slams its spear against its shield, twirls its spear, or roars while flexing, entertaining or intimidating up to two creatures it can see within 15 feet of it. Each target must succeed on a DC 15 CHA save or be charmed or frightened (the gladiator's choice) until the end of its next turn."}],"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Brutal","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gladiator/"},{"slug":"gorgon_bf","desc":"","name":"Gorgon","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":96,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":10,"constitution":18,"intelligence":2,"wisdom":14,"charisma":6,"strength_save":5,"dexterity_save":0,"constitution_save":4,"intelligence_save":-4,"wisdom_save":2,"charisma_save":-2,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"poison,petrified,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Petrifying Breath (Recharge 5-6)","desc":"The gorgon exhales poisonous, petrifying gas in a 30-foot cone. Creatures in the area must make a DC 13 CON save. On a failure, a creature takes 21 (6d6) poison damage and is restrained as it begins to turn to stone. On a success, a creature takes half the damage and isn't restrained. A restrained creature must repeat the save at the end of its next turn. On a success, the effect ends on the creature. On a failure, the creature is petrified until freed by the greater restoration spell or other magic."},{"name":"Multiattack","desc":"The gorgon makes one Gore attack and one Hooves attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (2d12+5) piercing damage."},{"name":"Hooves","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) bludgeoning damage."}],"bonus_actions":[],"reactions":[{"name":"Poisonous Retort","desc":"When the gorgon is hit by an attack from a creature it can see within 10 feet of it, the gorgon can snort angrily, releasing a puff of poisonous gas at the creature. The attacker must succeed on a DC 16 CON save or be poisoned until the end of its next turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Monstrosity Resilience","desc":"The gorgon is resistant to exhaustion and to the frightened condition."},{"name":"Trampling Charge","desc":"If the gorgon moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 STR save or be knocked prone. If the target is prone, the gorgon can make one Hooves attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gorgon/"},{"slug":"hill_giant_bf","desc":"","name":"Hill Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":12,"armor_desc":"hide armor","hit_points":126,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":10,"constitution":24,"intelligence":4,"wisdom":8,"charisma":6,"strength_save":5,"dexterity_save":0,"constitution_save":7,"intelligence_save":-3,"wisdom_save":-1,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"poison,poisoned,Giant Attributes","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The giant makes two Spiked Tree Branch or Rotten Snack attacks."},{"name":"Spiked Tree Branch","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage plus 5 (2d4) piercing damage."},{"name":"Rotten Snack","desc":"_Ranged Weapon Attack:_ +8 to hit, range 60/240 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 CON save or be poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Body Bounce","desc":"The hill giant bumps its stomach, hip, shoulder, knee, or other part of its body into a creature within 10 feet of it. The target must succeed on a DC 16 STR save or be pushed up to 10 feet away from the giant and knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The hill giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Show of Might","desc":"The hill giant can use STR instead of CHA when making CHA (Intimidation) checks."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hill-giant/"},{"slug":"hivebound_bf","desc":"","name":"Hivebound","size":"small","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":108,"hit_dice":"","speed":{"walk":25,"fly":40},"strength":14,"dexterity":16,"constitution":18,"intelligence":6,"wisdom":14,"charisma":6,"strength_save":2,"dexterity_save":3,"constitution_save":4,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,charmed,Monstrosity Resilience","damage_immunities":"blinded","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"understands Common but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hivebound makes one Bite attack and two Claw attacks, or it makes three Spit Insect attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage plus 10 (3d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."},{"name":"Spit Insect","desc":"_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d4+3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 15 DEX save or be pestered until the end of its next turn. A pestered creature has disadvantage on the next attack roll it makes before the pester ends."},{"name":"Swarm Breath (Recharge 5-6)","desc":"The hivebound exhales stinging insects in a 30-foot cone. Each creature in the area must make a DC 15 DEX save, taking 10 (4d4) piercing damage and 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. A swarm of insects under the hivebound's control then forms in an unoccupied space in that area."}],"bonus_actions":[{"name":"Swift Flight","desc":"The hivebound flies up to half its speed without provoking opportunity attacks."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Collective Mind","desc":"The hivebound's individual insects and swarms under its control are connected via a hive mind. It can telepathically communicate with any of its individual insects and swarms within 1 mile of it, and it can't be surprised. It can have up to five swarms of insects under its control at a time."},{"name":"Monstrosity Resilience","desc":"The hivebound is resistant to exhaustion and to the frightened condition."},{"name":"Reinforced Mind","desc":"If the hivebound starts its turn afflicted by an ongoing effect that allows a repeated INT, WIS, or CHA save to end the effect, such as the hold spell, the hivebound can make the save at the start of the turn instead of the end and has advantage on the save."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hivebound/"},{"slug":"kobold_witch_bf","desc":"","name":"Kobold Witch","size":"small","type":"Humanoid","subtype":"","group":"Kobolds","alignment":"","armor_class":13,"armor_desc":null,"hit_points":126,"hit_dice":"","speed":{"walk":30},"strength":8,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":14,"charisma":24,"strength_save":-1,"dexterity_save":3,"constitution_save":1,"intelligence_save":0,"wisdom_save":2,"charisma_save":7,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,Draconic","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The kobold witch makes three Eldritch Burst attacks. It can replace one attack with a use of Spellcasting."},{"name":"Eldritch Burst","desc":"_Melee or Ranged Spell Attack:_ +7 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 13 (2d8+4) force damage."},{"name":"Spellcasting","desc":"The kobold witch casts one of the following spells, using CHA as the spellcasting ability (spell save DC 15).<br>At will: _disguise self_, _druidcraft_, _guidance_<br>2/day each: _command_, _ray of enfeeblement_<br>1/day: _bestow curse_"}],"bonus_actions":[{"name":"Scurry","desc":"The kobold moves up to 15 feet without provoking opportunity attacks. If the kobold is aware of traps in the area, the kobold can choose if this movement triggers any of them."},{"name":"Witch's Cauldron","desc":"The kobold witch ladles steaming brew out of a small cauldron it is holding and flings the substance at one friendly creature it can see within 15 feet of it. The target gains 5 (2d4) temporary HP until the start of the witch's next turn."}],"reactions":[{"name":"Hex","desc":"When a creature the kobold witch can see within 60 feet of it makes an ability check, attack roll, or save, the target must roll a d6 and subtract the number rolled from that ability check, attack roll, or save."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Pack Tactics","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":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_kobold-witch/"},{"slug":"mire_fiend_bf","desc":"","name":"Mire Fiend","size":"medium","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":94,"hit_dice":"","speed":{"walk":40,"swim":40},"strength":14,"dexterity":22,"constitution":18,"intelligence":4,"wisdom":14,"charisma":6,"strength_save":2,"dexterity_save":6,"constitution_save":4,"intelligence_save":-3,"wisdom_save":2,"charisma_save":-2,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Demonic Resilience","damage_immunities":"acid,Demonic Resilience","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Abyssal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack."},{"name":"Mandibles","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 12 (2d8+3) slashing damage."},{"name":"Spear","desc":"Melee Weapon or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack."},{"name":"Stinger","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one creature. _Hit:_ 5 (1d4+3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned."},{"name":"Stunning Snap (Recharge 5-6)","desc":"If the mire fiend has no creature grappled, it snaps its mandibles together with great force, creating a miniature sonic boom in a 30-foot cone.<br>Each creature in that area must make a DC 14 CON save. On a failure, a creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"bonus_actions":[],"reactions":[{"name":"Acidic Retribution","desc":"When the mire fiend takes damage, including any damage that reduces it to 0 HP, it can expel acid from its stinger in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The mire fiend can breathe air and water."},{"name":"Demonic Resilience","desc":"The mire fiend is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The mire fiend has advantage on saves against spells and other magical effects."},{"name":"Pack Tactics","desc":"The mire fiend has advantage on attack rolls against a creature if at least one of the mire fiend's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Swamp Camouflage","desc":"The mire fiend's Stealth is 21 while in swampy terrain."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_mire-fiend/"},{"slug":"night_hag_bf","desc":"","name":"Night Hag","size":"medium","type":"Fiend","subtype":"","group":"Hags","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":104,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":14,"charisma":22,"strength_save":4,"dexterity_save":2,"constitution_save":3,"intelligence_save":3,"wisdom_save":2,"charisma_save":6,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold,fire; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"charmed,unconscious","condition_immunities":"","senses":"truesight 120 ft.","languages":"Abyssal,Common,Infernal,Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The night hag can use Cause Sorrow. It then makes two Claw or Arcane Bolt attacks. It can replace one Claw or Arcane Bolt attack with a use of Spellcasting."},{"name":"Claw (Hag Form Only)","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (4d6+4) slashing damage."},{"name":"Arcane Bolt","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 19 (3d10+3) force damage."},{"name":"Cause Sorrow","desc":"One creature the hag can see within 10 feet of it must succeed on a DC 14 CHA save or be filled with sorrow for 1 minute. While filled with sorrow, a creature is incapacitated and experiences visions or memories of sorrowful events. The target can repeat the save at the end of each of its turns (if conscious) or end of each hour (if unconscious), ending the effect on itself on a success.<br>For each hour an unconscious creature is affected, its HP maximum is reduced by 5 (1d10). This reduction lasts until removed by the greater restoration spell or similar magic. The creature dies if this effect reduces its HP maximum to 0. If an unconscious creature suffers from least 1 hour, it doesn't gain any benefits from the rest. The hag can have only one creature filled with sorrow at a time. If it uses Cause Sorrow on another, the effect on the previous creature ends.Cause Sorrow for at"},{"name":"Spellcasting","desc":"The hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _ray of enfeeblement_, _silent image_<br>2/day each: _detect thoughts_, _plane shift_ (self only), _sleep_"}],"bonus_actions":[{"name":"Change Shape","desc":"The hag magically transforms into Medium or smaller Humanoid, or back into its true form, which is Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."},{"name":"Etherealness","desc":"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. The hag can use Cause Sorrow on an unconscious creature not on its plane; otherwise, the hag can't affect or be affected by anything on the other plane."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The hag has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_night-hag/"},{"slug":"otyugh_bf","desc":"","name":"Otyugh","size":"large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":108,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":24,"intelligence":6,"wisdom":12,"charisma":6,"strength_save":3,"dexterity_save":0,"constitution_save":7,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Aberrant Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Otyugh","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The otyugh makes one Bite attack and two Tentacle attacks. It can replace both Tentacle attacks with a use of Tentacle Slam."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 CON save or become infected with a disease. Until the disease is cured, the target is poisoned. Every 24 hours that elapse, the infected creature must repeat the save, reducing its HP maximum by 5 (1d10) on a failure. The disease is cured on a success. The creature dies if the disease reduces its HP maximum to 0. This reduction to the creature's HP maximum lasts until it finishes a long rest after the disease is cured."},{"name":"Tentacle","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). The otyugh has two tentacles, each of which can grapple one target."},{"name":"Tentacle Slam","desc":"The otyugh slams creatures grappled by it into each other or into a solid surface. Each creature must make a DC 15 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aberrant Resilience","desc":"The otyugh is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."},{"name":"Limited Telepathy","desc":"The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."},{"name":"Stench","desc":"Each creature that starts its turn within 10 feet of the otyugh must succeed on a DC 15 CON save or be poisoned until the start of its next turn."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_otyugh/"},{"slug":"roper_bf","desc":"","name":"Roper","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"natural armor","hit_points":111,"hit_dice":"","speed":{"walk":15,"climb":10},"strength":24,"dexterity":8,"constitution":16,"intelligence":6,"wisdom":16,"charisma":6,"strength_save":7,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-2,"wisdom_save":3,"charisma_save":-2,"perception":16,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The roper makes one Bite attack and three Grasping Tendril attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 22 (4d8+4) piercing damage."},{"name":"Grasping Tendril","desc":"_Melee Weapon Attack:_ +7 to hit, reach 50 ft., one creature. _Hit:_ 6 (1d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on STR checks and STR saves, and the roper can't use the same Grasping Tendril on another target. A creature immune to the poisoned condition doesn't have disadvantage on STR checks and STR saves from the tendril."}],"bonus_actions":[{"name":"Reel","desc":"The roper pulls each creature grappled by it up to 25 feet straight toward it."}],"reactions":[{"name":"Snapping Tendril","desc":"When a Grasping Tendril that is grappling a creature is destroyed, the roper can quickly pull the remains of that tendril back to it with a whipping snap. Each creature within 10 feet of the roper must succeed on a DC 15 DEX save or be knocked prone."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Climbing Tendrils","desc":"If at least four of the roper's Grasping Tendrils aren't grappling creatures, the roper has a climbing speed of 30 feet."},{"name":"False Appearance","desc":"While the roper remains motionless, it is indistinguishable from a normal conical or spire-like cave formation, such as a stalagmite or stalactite."},{"name":"Grasping Tendrils","desc":"The roper can have up to six Grasping Tendrils at a time. Each Grasping Tendril can be attacked (AC 20; 10 HP; vulnerable to thunder damage; immune to poison and psychic damage). Destroying a Grasping Tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A Grasping Tendril can also be broken if a creature takes an action and succeeds on a DC 15 STR check against it."},{"name":"Monstrosity Resilience","desc":"The roper is resistant to exhaustion and to the frightened condition."},{"name":"Spider Climb","desc":"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_roper/"},{"slug":"salamander_bf","desc":"","name":"Salamander","size":"large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":3,"dexterity_save":2,"constitution_save":2,"intelligence_save":0,"wisdom_save":0,"charisma_save":2,"perception":10,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The salamander makes one Trident attack and one Tail attack, or it makes three Fire Bolt attacks. It can replace one Trident attack with a Tail attack."},{"name":"Trident","desc":"_Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. If the target is wielding a weapon or shield, it must succeed on a DC 14 DEX save or drop the weapon or shield (the salamander's choice if the target is wielding both)."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets."},{"name":"Fire Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, ranged 60 ft., one target. _Hit:_ 12 (3d6+2) fire damage."}],"bonus_actions":[{"name":"Tighten Grip","desc":"The salamander tightens its grip around one creature it is grappling. Until the start of the salamander's next turn, the target has disadvantage on any check made to escape the grapple, and other than a successful check to escape the grapple, the target can't be moved, knocked prone, or otherwise removed from the salamander's grasp without the salamander's permission."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."},{"name":"Heated Weapons","desc":"When the salamander hits with a metal melee weapon, the weapon deals an extra 7 (2d6) fire damage (included in the attack)."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_salamander/"},{"slug":"shambling_mound_bf","desc":"","name":"Shambling Mound","size":"large","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"","speed":{"walk":20,"swim":20},"strength":18,"dexterity":8,"constitution":16,"intelligence":4,"wisdom":10,"charisma":4,"strength_save":4,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-3,"wisdom_save":0,"charisma_save":-3,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold,fire,Plant Resilience","damage_immunities":"lightning,blinded,deafened","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shambling mound makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 7 (2d6) poison damage."}],"bonus_actions":[{"name":"Engulf","desc":"The shambling mound engulfs a Medium or smaller creature grappled by it. In addition to being grappled, the engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 CON save at the start of each of the mound's turns or take 4 (1d8) bludgeoning damage and 3 (1d6) poison damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Lightning Absorption","desc":"Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains HP equal to the lightning damage dealt."},{"name":"Plant Resilience","desc":"The shambling mound is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."},{"name":"Rotting Vegetation","desc":"The shambling mound emits the smell of rotting vegetation. A creature that starts its turn within 10 feet of the shambling mound must succeed on a DC 14 CON save or be poisoned until the start of its next turn."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_shambling-mound/"},{"slug":"shark_giant_bf","desc":"","name":"Shark, Giant","size":"huge","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"","speed":{"walk":0,"swim":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":6,"dexterity_save":0,"constitution_save":5,"intelligence_save":-5,"wisdom_save":0,"charisma_save":-3,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"keensense 60 ft.","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shark makes two Bite attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8+6) piercing damage."}],"bonus_actions":[{"name":"Swift Hunter","desc":"The shark moves up to half its speed toward a hostile creature that it can see. This movement doesn't provoke opportunity attacks."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blood Frenzy","desc":"The shark has advantage on melee attack rolls against any creature that doesn't have all its HP."},{"name":"Blood Sense","desc":"The shark can pinpoint, by scent, the location of creatures that don't have all of their HP within 120 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Electrical Sensitivity","desc":"Whenever the shark takes lightning damage, it must succeed on a DC 15 CON save or be incapacitated until the end of its next turn."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_shark-giant/"},{"slug":"triceratops_bf","desc":"","name":"Triceratops","size":"huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"","speed":{"walk":50},"strength":22,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":10,"charisma":4,"strength_save":6,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-3,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The triceratops makes two Gore attacks."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8+6) piercing damage."},{"name":"Stomp","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one prone creature. _Hit:_ 17 (2d10+6) bludgeoning damage."}],"bonus_actions":[{"name":"Warning Bugle","desc":"The triceratops emits a piercing call in a 30-foot cone, signaling its impending attack. Each creature in the area must succeed on a DC 14 WIS save or be frightened until the end of its next turn. If the triceratops uses this bonus action before moving the requisite 20 feet for Trampling Charge, the target of its charge has disadvantage on this save, and the triceratops can make a Stomp attack against the prone target without needing to use a bonus action, provided the target fails the STR save from the charge."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hardy","desc":"Any critical hit against the dinosaur becomes a normal hit."},{"name":"Trampling Charge","desc":"If the triceratops moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the triceratops can make one Stomp attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_triceratops/"},{"slug":"troll_bf","desc":"","name":"Troll","size":"large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":12,"constitution":20,"intelligence":6,"wisdom":8,"charisma":6,"strength_save":4,"dexterity_save":1,"constitution_save":5,"intelligence_save":-2,"wisdom_save":-1,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"Giant Attributes","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The troll makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."}],"bonus_actions":[{"name":"Ravenous Frenzy (52 HP or Fewer)","desc":"Desperate for a meal as its injuries mount, the troll moves up to half its speed and makes one Bite attack against a creature it can see within range. The troll then regains HP equal to half the damage dealt."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The troll is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Heightened Smell","desc":"The troll's Perception is 17 while perceiving by smell."},{"name":"Regeneration","desc":"The troll regains 10 HP at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 HP and doesn't regenerate."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_troll/"},{"slug":"unicorn_bf","desc":"","name":"Unicorn","size":"large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":null,"hit_points":92,"hit_dice":"","speed":{"walk":50},"strength":18,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":22,"charisma":22,"strength_save":4,"dexterity_save":2,"constitution_save":2,"intelligence_save":0,"wisdom_save":6,"charisma_save":6,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Celestial Resilience","damage_immunities":"poison,charmed,frightened,paralyzed,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Celestial,Elvish,Sylvan,telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks."},{"name":"Hooves","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage."},{"name":"Horn","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 10 (3d6) radiant damage."},{"name":"Horn Bolt","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 13 (3d6+3) radiant damage."},{"name":"Unicorn Magic","desc":"The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability."},{"name":"Healing Touch (3/Day)","desc":"The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it."}],"bonus_actions":[],"reactions":[{"name":"Shimmering Shield","desc":"When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack."}],"legendary_desc":"The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Canter","desc":"The unicorn moves up to half is speed without provoking opportunity attacks."},{"name":"Radiant Stomp (Costs 2 Actions)","desc":"The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."},{"name":"Heal Self (Costs 3 Actions)","desc":"The unicorn magically regains 11 (2d8+2) HP."}],"special_abilities":[{"name":"Celestial Resilience","desc":"The unicorn is resistant to radiant damage."},{"name":"Magic Resistance","desc":"The unicorn has advantage on saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The unicorn's weapon attacks are magical."},{"name":"Sense the Unnatural","desc":"The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it."},{"name":"Speak with Beasts and Plants","desc":"The unicorn can communicate with Beasts and Plants as if they shared a language."},{"name":"Woodland Walk","desc":"Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_unicorn/"},{"slug":"unska_bf","desc":"","name":"Unska","size":"medium","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":88,"hit_dice":"","speed":{"walk":20,"climb":20},"strength":16,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":3,"dexterity_save":2,"constitution_save":2,"intelligence_save":-1,"wisdom_save":0,"charisma_save":2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Demonic Resilience","damage_immunities":"charmed,frightened,Demonic Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unska makes two Claw attacks and one Tongue attack, or it makes three Ink Blast attacks."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. While poisoned, the target has disadvantage on saves against the unska's Whirl of Ink. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Tongue","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. The target must succeed on a DC 14 CON save, or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its HP maximum is reduced to 0."},{"name":"Ink Blast","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 12 (3d6+2) poison damage, and the target must succeed on a DC 14 CON save or have disadvantage on the next save it makes against the unska's Whirl of Ink before the start of the unska's next turn."}],"bonus_actions":[{"name":"Whirl of Ink","desc":"Tattoos leap off the unska's body and latch onto a creature the unska can see within 30 feet of it. The target must succeed on a DC 14 WIS save or be charmed, disoriented, or frightened (the unska's choice) until the end of its next turn. When a disoriented creature moves, it moves in a random direction."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Demonic Resilience","desc":"The unska is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The unska has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_unska/"},{"slug":"vampire_spawn_bf","desc":"","name":"Vampire Spawn","size":"medium","type":"Undead","subtype":"","group":"Vampires","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":22,"constitution":16,"intelligence":10,"wisdom":16,"charisma":12,"strength_save":3,"dexterity_save":6,"constitution_save":3,"intelligence_save":0,"wisdom_save":3,"charisma_save":1,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"Vampiric Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The vampire spawn makes two Claw attacks. It can replace one attack with a Draining Bite attack. If both Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 14)."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4+3) slashing damage plus 10 (3d6) necrotic damage."},{"name":"Draining Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 8 (2d4+3) piercing damage plus 10 (3d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0."}],"bonus_actions":[{"name":"Call Blood","desc":"The vampire calls to the blood within one injured creature it can see within 10 feet of it, causing blood to pour from the creature's wounds. If the target doesn't have all its HP, it must make a DC 14 CON save, losing 7 (2d6) HP on a failed save, or losing half as much HP on a successful one. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed the save."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hungry Dead Nature","desc":"As the **vampire**."},{"name":"Regeneration","desc":"The vampire spawn regains 10 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Resting Place","desc":"As the **vampire**."},{"name":"Spider Climb","desc":"As the **vampire**."},{"name":"Vampire Weaknesses","desc":"As the **vampire**."},{"name":"Vampiric Resilience","desc":"The vampire is immune to exhaustion."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_vampire-spawn/"},{"slug":"water_elemental_bf","desc":"","name":"Water Elemental","size":"large","type":"Elemental","subtype":"","group":"Elementals","alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":104,"hit_dice":"","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":4,"dexterity_save":2,"constitution_save":4,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-1,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Elemental Resilience","damage_immunities":"acid,Elemental Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The water elemental makes two Water Tendril or Water Bolt attacks. If both Water Tendril attacks hit one creature, it can use Whelm on the target, if available."},{"name":"Water Tendril","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. The water elemental can have up to three targets grappled at a time."},{"name":"Water Bolt","desc":"_Ranged Weapon Attack:_ +5 to hit, range 30/120 ft., one target. _Hit:_ 16 (4d6+2) bludgeoning damage."},{"name":"Whelm (Recharge 4-6)","desc":"The water elemental envelops one creature it is grappling, and the grapple ends. While enveloped, the target is restrained, unable to breathe unless it can breathe water, can't be hit by the elemental's Water Tendril, and it takes 9 (2d8) bludgeoning damage at the start of each of the elemental's turns.<br>When the elemental moves, the enveloped creature moves with it. The elemental can have only one creature enveloped at a time. A creature within 5 feet of the elemental, including the target, can take its action to free the target from the elemental by succeeding on a DC 15 STR check."}],"bonus_actions":[{"name":"Purify Blood (3/Day)","desc":"The water elemental touches a willing creature that isn't a Construct or Undead. The target is cured of the poisoned condition and of any disease afflicting it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The elemental doesn't require air, food, drink, or sleep."},{"name":"Elemental Resilience","desc":"The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."},{"name":"Freeze","desc":"If the elemental takes cold damage, it partially freezes, and its speed is reduced by 20 feet until the end of its next turn."},{"name":"Purify Water","desc":"If the water elemental sits in a body of slow-flowing or standing water, such as a spring, small creek, or lake, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the elemental leaves the water. In standing water, this purification lasts until a contaminant enters the water while the elemental isn't in it."},{"name":"Water Form","desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Water Camouflage","desc":"The water elemental's Stealth is 17 while in a Medium or larger body of water."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_water-elemental/"},{"slug":"werebear_bf","desc":"","name":"Werebear","size":"medium","type":"Humanoid","subtype":"Lycanthrope","group":"Lycanthropes","alignment":"","armor_class":10,"armor_desc":"n humanoid form, 11 (natural armor) in bear and hybrid for","hit_points":126,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":20,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":18,"charisma":12,"strength_save":5,"dexterity_save":0,"constitution_save":3,"intelligence_save":0,"wisdom_save":4,"charisma_save":1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common (can't speak in bear form)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The werebear makes three Claw or Greataxe attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form. If two Claw attacks hit one creature, the target is grappled (escape DC 15). The werebear can grapple only one creature at a time."},{"name":"Bite (Bear or Hybrid Form Only)","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 CON save or be cursed with the werebear lycanthropy curse (see Curse of Lycanthropy sidebar)."},{"name":"Claw (Bear or Hybrid Form Only)","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage."},{"name":"Greataxe (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit:_ 11 (1d12+5) slashing damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The werebear transforms into a Medum or Large bear, a Large bear-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, 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":"Pin","desc":"One creature grappled by the werebear is knocked prone, and it is restrained until the grapple ends."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell","desc":"The werebear's Perception is 19 when perceiving by smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_werebear/"},{"slug":"wraith_bf","desc":"","name":"Wraith","size":"medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":null,"hit_points":85,"hit_dice":"","speed":{"walk":0,"fly":60,"hover":true},"strength":6,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":-2,"dexterity_save":4,"constitution_save":3,"intelligence_save":1,"wisdom_save":2,"charisma_save":2,"perception":12,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The wraith makes two Life Drain attacks."},{"name":"Life Drain","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) necrotic damage. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0."},{"name":"Create Specter","desc":"The wraith targets one Humanoid it can see within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a **specter** in the space of its corpse or in the nearest unoccupied space. The **specter** is under the wraith's control. The wraith can have no more than seven specters under its control at one time."}],"bonus_actions":[{"name":"Trail of Death (Recharge 4-6)","desc":"The wraith moves up to 30 feet in a straight line. This distance is not reduced by moving through creatures or objects, and this movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must succeed on a DC 15 DEX save or be afflicted with wasting doom. While afflicted with wasting doom, a creature takes 3 (1d6) necrotic damage at the start of each of its turns. Wasting doom ends if a creature starts its turn in sunlight or regains HP."}],"reactions":[{"name":"Unravel Life","desc":"When a creature the wraith can see within 30 feet of it and that isn't a Construct or Undead regains HP, the wraith can corrupt the healing energies, halving the amount of healing that creature receives."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Incorporeal Movement","desc":"The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight."},{"name":"Undead Nature","desc":"The wraith doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The wraith is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_wraith/"},{"slug":"xorn_bf","desc":"","name":"Xorn","size":"medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":19,"armor_desc":"natural armor","hit_points":111,"hit_dice":"","speed":{"walk":20,"burrow":20},"strength":16,"dexterity":10,"constitution":22,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":3,"dexterity_save":0,"constitution_save":6,"intelligence_save":0,"wisdom_save":0,"charisma_save":0,"perception":16,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"piercing and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft.","languages":"Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The xorn makes one Bite attack and three Claw attacks, or it makes three Lob Stone attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."},{"name":"Lob Stone","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 12 (2d8+3) bludgeoning damage."}],"bonus_actions":[{"name":"Shard Belch","desc":"The xorn belches a mixture of stomach gas and crystalline shards in a 15-foot cone. Each creature in the area must succeed on a DC 14 DEX save or be coated in miniscule, crystalline shards until the end of its next turn. A creature coated in shards suffers bouts of pain each time it moves, reducing its speed by 10 feet and imposing disadvantage on all weapon attack rolls."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Earth Glide","desc":"The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material through which it moves."},{"name":"Stone Camouflage","desc":"The xorn's Stealth is 18 while in rocky terrain."},{"name":"Treasure Sense","desc":"The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_xorn/"},{"slug":"air-elemental","desc":"","name":"Air Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":15,"armor_desc":null,"hit_points":90,"hit_dice":"12d10+24","speed":{"hover":true,"walk":0,"fly":90},"strength":14,"dexterity":20,"constitution":14,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8","damage_bonus":5},{"name":"Whirlwind (Recharge 4-6)","desc":"Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.\nIf the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."}],"spell_list":[],"page_no":305,"environments":["Plane Of Air","Laboratory","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_air-elemental/"},{"slug":"barbed-devil","desc":"","name":"Barbed Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":16,"dexterity":17,"constitution":18,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":6,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":8,"skills":{"deception":5,"insight":5,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Infernal, telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":3},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":5,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Barbed Hide","desc":"At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.","attack_bonus":0,"damage_dice":"1d10"},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":274,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_barbed-devil/"},{"slug":"bulette","desc":"","name":"Bulette","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d10+45","speed":{"walk":40,"burrow":40},"strength":19,"dexterity":11,"constitution":21,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d12","damage_bonus":4},{"name":"Deadly Leap","desc":"If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Standing Leap","desc":"The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start."}],"spell_list":[],"page_no":266,"environments":["Hill","Desert","Mountains","Grassland","Forest","Ruin","Hills","Mountain","Settlement","Plane Of Earth"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/bulette.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bulette/"},{"slug":"earth-elemental","desc":"","name":"Earth Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10+60","speed":{"walk":30,"burrow":30},"strength":20,"dexterity":8,"constitution":20,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 10","languages":"Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."},{"name":"Siege Monster","desc":"The elemental deals double damage to objects and structures."}],"spell_list":[],"page_no":306,"environments":["Underdark","Laboratory","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_earth-elemental/"},{"slug":"fire-elemental","desc":"","name":"Fire Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":102,"hit_dice":"12d10+36","speed":{"walk":50},"strength":10,"dexterity":17,"constitution":16,"intelligence":6,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two touch attacks."},{"name":"Touch","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Form","desc":"The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.","attack_bonus":0,"damage_dice":"5d10"},{"name":"Illumination","desc":"The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.."},{"name":"Water Susceptibility","desc":"For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."}],"spell_list":[],"page_no":306,"environments":["Plane Of Fire","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_fire-elemental/"},{"slug":"flesh-golem","desc":"","name":"Flesh Golem","size":"Medium","type":"Construct","subtype":"","group":"Golems","alignment":"neutral","armor_class":9,"armor_desc":null,"hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":19,"dexterity":9,"constitution":18,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Berserk","desc":"Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\nThe golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."},{"name":"Aversion of Fire","desc":"If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Lightning Absorption","desc":"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":316,"environments":["Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_flesh-golem/"},{"slug":"giant-crocodile","desc":"","name":"Giant Crocodile","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":85,"hit_dice":"9d12+27","speed":{"walk":30,"swim":50},"strength":21,"dexterity":9,"constitution":17,"intelligence":2,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The crocodile makes two attacks: one with its bite and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.","attack_bonus":8,"damage_dice":"3d10","damage_bonus":5},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":8,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The crocodile can hold its breath for 30 minutes."}],"spell_list":[],"page_no":374,"environments":["Swamp","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-crocodile/"},{"slug":"giant-shark","desc":"A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.","name":"Giant Shark","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"swim":50},"strength":23,"dexterity":11,"constitution":21,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","attack_bonus":9,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":379,"environments":["Underwater","Plane Of Water","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-shark/"},{"slug":"gladiator","desc":"**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.","name":"Gladiator","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"studded leather, shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":7,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":10,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes three melee attacks or two ranged attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Shield Bash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d4","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The gladiator has advantage on saving throws against being frightened."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":399,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gladiator/"},{"slug":"gorgon","desc":"","name":"Gorgon","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":19,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40},"strength":20,"dexterity":11,"constitution":18,"intelligence":2,"wisdom":12,"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},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d12","damage_bonus":5},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d10","damage_bonus":5},{"name":"Petrifying Breath (Recharge 5-6)","desc":"The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action."}],"spell_list":[],"page_no":317,"environments":["Hill","Desert","Grassland","Forest","Hills","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gorgon/"},{"slug":"half-red-dragon-veteran","desc":"","name":"Half-Red Dragon Veteran","size":"Medium","type":"Humanoid","subtype":"human","group":null,"alignment":"any alignment","armor_class":18,"armor_desc":"plate","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":14,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d10","damage_bonus":1},{"name":"Fire Breath (Recharge 5-6)","desc":"The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"7d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":321,"environments":["Desert","Hills","Mountains","Plane Of Fire","Ruin","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_half-red-dragon-veteran/"},{"slug":"hill-giant","desc":"","name":"Hill Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12+40","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The giant makes two greatclub attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d8","damage_bonus":5},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d10","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":313,"environments":["Hill","Feywild","Mountains","Forest","Ruin","Plane Of Earth"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hill-giant/"},{"slug":"night-hag","desc":"","name":"Night Hag","size":"Medium","type":"Fiend","subtype":"","group":"Hags","alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"deception":7,"insight":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 120 ft., passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claws (Hag Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Change Shape","desc":"The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."},{"name":"Etherealness","desc":"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."},{"name":"Nightmare Haunting (1/Day)","desc":"While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep"},{"name":"Magic Resistance","desc":"The hag has advantage on saving throws against spells and other magical effects."},{"name":"Night Hag Items","desc":"A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."},{"name":"Hag Coven","desc":"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."},{"name":"Shared Spellcasting (Coven Only)","desc":"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."},{"name":"Hag Eye (Coven Only)","desc":"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/magic-missile/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-enfeeblement/?format=json","https://api-beta.open5e.com/v2/spells/sleep/?format=json","https://api-beta.open5e.com/v2/spells/identify/?format=json","https://api-beta.open5e.com/v2/spells/ray-of-sickness/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/locate-object/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/counterspell/?format=json","https://api-beta.open5e.com/v2/spells/lightning-bolt/?format=json","https://api-beta.open5e.com/v2/spells/phantasmal-killer/?format=json","https://api-beta.open5e.com/v2/spells/polymorph/?format=json","https://api-beta.open5e.com/v2/spells/contact-other-plane/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/eye-bite/?format=json"],"page_no":319,"environments":["Forest","Ruin","Jungle","Feywild","Shadowfell","Caverns","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_night-hag/"},{"slug":"otyugh","desc":"","name":"Otyugh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30},"strength":16,"dexterity":11,"constitution":19,"intelligence":6,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Otyugh","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The otyugh makes three attacks: one with its bite and two with its tentacles."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":3},{"name":"Tentacle","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":3},{"name":"Tentacle Slam","desc":"The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Telepathy","desc":"The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."}],"spell_list":[],"page_no":339,"environments":["Underdark","Sewer","Swamp","Caverns","Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_otyugh/"},{"slug":"roper","desc":"","name":"Roper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":10,"climb":10},"strength":18,"dexterity":8,"constitution":17,"intelligence":7,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d8","damage_bonus":4},{"name":"Tendril","desc":"Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.","attack_bonus":7},{"name":"Reel","desc":"The roper pulls each creature grappled by it up to 25 ft. straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."},{"name":"Grasping Tendrils","desc":"The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it."},{"name":"Spider Climb","desc":"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":342,"environments":["Underdark","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_roper/"},{"slug":"salamander","desc":"","name":"Salamander","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"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":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The salamander makes two attacks: one with its spear and one with its tail."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.","attack_bonus":7,"damage_dice":"2d6+2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Heated Weapons","desc":"Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack)."}],"spell_list":[],"page_no":344,"environments":["Underdark","Plane Of Fire","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_salamander/"},{"slug":"shambling-mound","desc":"","name":"Shambling Mound","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":20,"swim":20},"strength":18,"dexterity":8,"constitution":16,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"lightning","condition_immunities":"blinded, deafened, exhaustion","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Engulf","desc":"The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lightning Absorption","desc":"Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."}],"spell_list":[],"page_no":345,"environments":["Swamp","Jungle","Feywild","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_shambling-mound/"},{"slug":"triceratops","desc":"","name":"Triceratops","size":"Huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":50},"strength":22,"dexterity":9,"constitution":17,"intelligence":2,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.","attack_bonus":9,"damage_dice":"4d8","damage_bonus":6},{"name":"Stomp","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":279,"environments":["Jungle","Swamp","Grassland","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_triceratops/"},{"slug":"troll","desc":"","name":"Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":84,"hit_dice":"8d10+40","speed":{"walk":30},"strength":18,"dexterity":13,"constitution":20,"intelligence":7,"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":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The troll makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d6","damage_bonus":4},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The troll has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Regeneration","desc":"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."},{"name":"Variant: Loathsome Limbs","desc":"Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:\n\n**1-10:** Nothing else happens.\n**11-14:** One leg is severed from the troll if it has any legs left.\n**15- 18:** One arm is severed from the troll if it has any arms left.\n**19-20:** The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.\n\nIf the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.\nA **severed leg** is unable to attack and has a speed of 5 feet.\nA **severed arm** has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.\nIf its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The **severed head** has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.\nThe troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed."}],"spell_list":[],"page_no":351,"environments":["Hill","Underdark","Mountains","Grassland","Ruin","Swamp","Feywild","Mountain","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_troll/"},{"slug":"unicorn","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":12,"armor_desc":null,"hit_points":67,"hit_dice":"9d10+18","speed":{"walk":50},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":17,"charisma":16,"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, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn makes two attacks: one with its hooves and one with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Horn","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8","damage_bonus":4},{"name":"Healing Touch (3/Day)","desc":"The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."},{"name":"Teleport (1/Day)","desc":"The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Hooves","desc":"The unicorn makes one attack with its hooves."},{"name":"Shimmering Shield (Costs 2 Actions)","desc":"The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."},{"name":"Heal Self (Costs 3 Actions)","desc":"The unicorn magically regains 11 (2d8 + 2) hit points."}],"special_abilities":[{"name":"Charge","desc":"If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"},{"name":"Innate Spellcasting","desc":"The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle"},{"name":"Magic Resistance","desc":"The unicorn has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The unicorn's weapon attacks are magical."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/entangle/?format=json"],"page_no":351,"environments":["Jungle","Forest","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_unicorn/"},{"slug":"vampire-spawn","desc":"","name":"Vampire Spawn","size":"Medium","type":"Undead","subtype":"","group":"Vampires","alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":11,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","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 vampire makes two attacks, only one of which can be a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":61},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).","attack_bonus":6,"damage_dice":"2d4","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Spider Climb","desc":"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Vampire Weaknesses","desc":"The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":354,"environments":["Underdark","Urban","Mountains","Forest","Ruin","Tomb","Hills","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_vampire-spawn/"},{"slug":"water-elemental","desc":"","name":"Water Elemental","size":"Large","type":"Elemental","subtype":"","group":"Elementals","alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"swim":90},"strength":18,"dexterity":14,"constitution":18,"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":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Whelm (Recharge 4-6)","desc":"Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.\nThe elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Form","desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Freeze","desc":"If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn."}],"spell_list":[],"page_no":307,"environments":["Underwater","Swamp","Coastal","Plane Of Water","Desert","Laboratory","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_water-elemental/"},{"slug":"werebear","desc":"","name":"Werebear","size":"Medium","type":"Humanoid","subtype":"human","group":"Lycanthropes","alignment":"neutral good","armor_class":10,"armor_desc":"10 in humanoid form, 11 (natural armor) in bear and hybrid form","hit_points":135,"hit_dice":"18d8+54","speed":{"notes":"40 ft., climb 30 ft. in bear or hybrid form","walk":30},"strength":19,"dexterity":10,"constitution":17,"intelligence":11,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"passive Perception 17","languages":"Common (can't speak in bear form)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid."},{"name":"Bite (Bear or Hybrid Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Claw (Bear or Hybrid Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Greataxe (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d12","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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":"Keen Smell","desc":"The werebear has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":326,"environments":["Hill","Mountains","Tundra","Forest","Arctic","Hills","Feywild","Shadowfell","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_werebear/"},{"slug":"wraith","desc":"","name":"Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"hover":true,"walk":0,"fly":60},"strength":6,"dexterity":16,"constitution":16,"intelligence":12,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":6,"damage_dice":"4d8","damage_bonus":3},{"name":"Create Specter","desc":"The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":355,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wraith/"},{"slug":"xorn","desc":"","name":"Xorn","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":73,"hit_dice":"7d8+42","speed":{"walk":20,"burrow":20},"strength":17,"dexterity":10,"constitution":22,"intelligence":11,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The xorn makes three claw attacks and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"3d6","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through."},{"name":"Stone Camouflage","desc":"The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."},{"name":"Treasure Sense","desc":"The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it."}],"spell_list":[],"page_no":356,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_xorn/"},{"slug":"alchemical-skunk","desc":"The large skunk waddles forward, sniffing at a spilled potion. As a sound nearby startles it, the skunk raises its tail, and the stripes on its back change color._  \n**Magical Prank.** The unfortunate result of a magic school prank, alchemical skunks were created when an ordinary skunk was forced to drink a combination of potions. Despite their larger size, alchemical skunks still look and act like ordinary skunks, except for the ever-changing color of the stripes on their backs. Experienced foresters know that the colors on the alchemical skunk’s back indicate which magical malady the creature is about to spray and do their best to avoid aggravating these dangerous creatures.  \n**Laboratory Pests.** Alchemical skunks forage the same as their nonmagical kin, but they are also regularly found scavenging the waste of alchemical laboratories. They enjoy feasting on potions and potion components, much to the dismay of alchemists and adventurers alike.","name":"Alchemical Skunk","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"burrow":10,"walk":30},"strength":13,"dexterity":17,"constitution":14,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 13","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Alchemical Spray","desc":"The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk's spray.\n1. Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.\n2. Shrinking Cloud. The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell 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.\n3. Laughing Gas. The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs 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.\n4. Blinding Spray. The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes.\n5. Sleeping Fog. The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n6. Poison Fog. The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Resistance","desc":"The alchemical skunk has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":13,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_alchemical-skunk/"},{"slug":"amber-ooze","desc":"Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved._  \n**Arboreal Origins.** With magical trees comes magical sap. An amber ooze is created when a magical tree, usually a Open Game License","name":"Amber Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":7,"armor_desc":null,"hit_points":76,"hit_dice":"9d10+27","speed":{"walk":20},"strength":16,"dexterity":5,"constitution":17,"intelligence":1,"wisdom":6,"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":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The amber ooze uses its Engulf. It then makes two pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Engulf","desc":"The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the ooze enters the creature's space and the creature is engulfed. The engulfed creature can't breathe, is restrained, and, after 1d4 rounds, the creature is petrified. A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 13 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Arboreal Movement","desc":"The ooze can move through trees as if they were difficult terrain. Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed."},{"name":"Spider Climb","desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":277,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_amber-ooze/"},{"slug":"animated-bearskin-rug","desc":"A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening._  \nAnimated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic.  \n**Inn Protection.** Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights.  \n**Bearserk.** There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice.  \n**Construct Nature.** An animated bearskin rug doesn’t require air, food, drink, or sleep.","name":"Animated Bearskin Rug","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":20},"strength":18,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Envelop","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can't envelop another target."},{"name":"Menacing Roar (Recharge 6)","desc":"The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Damage Transfer","desc":"While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half."},{"name":"False Appearance","desc":"While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug."}],"spell_list":[],"page_no":24,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_animated-bearskin-rug/"},{"slug":"august-rooster","desc":"An amalgam of various bird species crows proudly as it hops forward._  \n**Chimeric Avian.** The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months.  \n**Selfish and Self-serving.** August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion.","name":"August Rooster","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":25},"strength":10,"dexterity":17,"constitution":16,"intelligence":8,"wisdom":7,"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":"psychic","damage_immunities":"","condition_immunities":"charmed","senses":"passive Perception 8","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The august rooster makes two talon attacks."},{"name":"Talon","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Subservience","desc":"A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature's own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the august rooster's Aura of Subservience for 24 hours."},{"name":"Dive Bomb","desc":"If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage."},{"name":"Jumper","desc":"The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."},{"name":"Innate Spellcasting","desc":"The august rooster's innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components.\nAt will: dancing lights, mage hand, message, vicious mockery\n3/day each: bane, charm person, hideous laughter\n1/day each: healing word, hold person"}],"spell_list":[],"page_no":33,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_august-rooster/"}]}