{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-challenge_rating&page=36","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-challenge_rating&page=34","results":[{"slug":"kobold-broodguard-dragon-servitor-a5e","desc":"","name":"Kobold Broodguard Dragon Servitor","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":25},"strength":14,"dexterity":14,"constitution":14,"intelligence":10,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kobold makes a bill hook attack and a spiked shield attack."},{"name":"Bill Hook","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage  and if the target is a Medium or smaller creature  it makes a DC 12 Strength saving throw  falling prone on a failure."},{"name":"Spiked Shield","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Sling","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."}],"bonus_actions":null,"reactions":[{"name":"Rally! (1/Day","desc":"When the kobold takes damage, it shouts a rallying cry. All kobolds within 30 feet that can hear it gain immunity to the frightened condition for 1 minute, and their next attack roll made before this effect ends deals an extra 1d4 damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobolds allies is within 5 feet of the creature and not incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Dragons Blood","desc":"The kobold gains resistance to the damage type of its masters breath weapon."},{"name":"Ominous Shadow","desc":"The kobold loses its Sunlight Sensitivity trait while within 60 feet of its master."},{"name":"Draconic Smite","desc":"If the broodguard has advantage on a melee weapon attack, the attack deals an extra 1d4 damage. This bonus damage is the same type as its masters breath weapon."}],"spell_list":[],"page_no":298,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_kobold-broodguard-dragon-servitor/"},{"slug":"kobold-sorcerer-dragon-servitor-a5e","desc":"","name":"Kobold Sorcerer Dragon Servitor","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":27,"hit_dice":"5d6+10","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":2,"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack (2/day)","desc":"The kobold sorcerer makes three flame bolt attacks."},{"name":"Flame Bolt","desc":"Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10+2) fire damage. The damage type of the sorcerers flame bolt attack changes to match the damage type of its masters breath weapon."},{"name":"Shiv","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage."}],"bonus_actions":[{"name":"Expeditious Retreat (1st-Level; V","desc":"When casting this spell and as a bonus action on subsequent turns for 10 minutes, the kobold sorcerer can take the Dash action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The kobolds innate spellcasting ability is Charisma (save DC 12). It can innately cast the following spells, requiring no material components: At will: mage hand, mending, 1/day each: charm person, expeditious retreat, mage armor"}],"spell_list":[],"page_no":298,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_kobold-sorcerer-dragon-servitor/"},{"slug":"lemure-band-a5e","desc":"","name":"Lemure Band","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":7,"armor_desc":"","hit_points":67,"hit_dice":"15d8","speed":{"walk":15},"strength":10,"dexterity":4,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands Infernal but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Fists","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (5d4) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Area Vulnerability","desc":"The band takes double damage from any effect that targets an area."},{"name":"Band Dispersal","desc":"When the band is reduced to 0 hit points, it turns into 2 (1d4) lemures with 6 hit points each."},{"name":"Band","desc":"The band is composed of 5 or more lemures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing."},{"name":"Devils Sight","desc":"The bands darkvision penetrates magical darkness."},{"name":"Eerie Groan","desc":"While the band can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet."},{"name":"Lawful Evil","desc":"The band radiates a Lawful and Evil aura."}],"spell_list":[],"page_no":86,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_lemure-band/"},{"slug":"merrow-a5e","desc":"","name":"Merrow","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":10,"swim":40},"strength":18,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Abyssal, Aquan, Giant, Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 14). Until this grapple ends  the merrow can't attack a different creature with its claws."},{"name":"Harpoon","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 14 Strength saving throw. On a failure  the merrow pulls the target up to 20 feet toward the merrow."}],"bonus_actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the target is grappled."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The merrow can breathe air and water."}],"spell_list":[],"page_no":331,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_merrow/"},{"slug":"mimic-a5e","desc":"","name":"Mimic","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"grappled, prone","senses":"darkvision 60 ft., passive Perception 12","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The mimic makes a bite attack and a pseudopod attack."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage  and the target is subjected to the mimics Sticky trait."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature stuck to the mimic. Hit: 9 (2d4 + 4) piercing damage  and the target is restrained until it is no longer stuck to the mimic. While a creature is restrained by the mimic  the mimic can't bite a different creature."},{"name":"Swallow","desc":"The mimic makes a bite attack against a Medium or smaller creature restrained by it. If the attack hits and the mimic has not swallowed another creature  the target is swallowed and no longer stuck to the mimic. A swallowed creature has total cover from attacks from outside the mimic  is blinded and restrained  and takes 5 (2d4) acid damage at the start of each of the mimics turns."},{"name":"If a swallowed creature deals 10 or more damage to the mimic in a single turn, or if the mimic dies, the target falls prone in an unoccupied space of its choice within 5 feet of the mimic and is no longer swallowed","desc":""}],"bonus_actions":[{"name":"Shapeshift","desc":"The mimic changes its form to resemble an inanimate object of its approximate size or changes into its true form, which is an amorphous blob. Objects it is carrying or stuck to are not transformed. While shapeshifted, its statistics are unchanged. It reverts to its true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the mimic is motionless, it is indistinguishable from an inanimate object."},{"name":"Sticky","desc":"A creature, object, or weapon that touches the mimic is stuck to the mimic. A creature can use an action to make a DC 14 Strength check, freeing itself or an object or creature within reach on a success. The effect also ends when the mimic chooses to end it or when the mimic dies."},{"name":"Telepathic Sense","desc":"A mimic telepathically senses the presence of humanoids within 120 feet and gains a mental image of any inanimate object desired by any of the creatures it senses. This ability is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead."},{"name":"Water Soluble","desc":"If the mimic is splashed with at least 1 gallon of water, it assumes its true form and the DC to escape its Sticky trait is reduced to 10 until the end of its next turn."}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mimic/"},{"slug":"minstrel-a5e","desc":"","name":"Minstrel","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"deception":5,"performance":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any three","challenge_rating":"2","cr":2.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Vicious Mockery (Cantrip; V)","desc":"A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure  it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn."},{"name":"Invisibility (2nd-Level; V, S, M, Concentration)","desc":"The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell."},{"name":"Shatter (2nd-Level; V, S, M)","desc":"An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw  taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone  metal  or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage."},{"name":"Hypnotic Pattern (3rd-Level; S, M, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."}],"bonus_actions":[{"name":"Martial Encouragement","desc":"Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage."},{"name":"Healing Word (1st-Level; V)","desc":"The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13\n +5 to hit with spell attacks). They have the following bard spells prepared:\n Cantrips (at will): light\n mage hand\n minor illusion\n vicious mockery\n 1st-level (4 slots): charm person\n disguise self\n healing word\n 2nd-level (3 slots): enthrall\n invisibility\n shatter\n 3rd-level (2 slots): hypnotic pattern\n major image"}],"spell_list":[],"page_no":484,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_minstrel/"},{"slug":"ochre-jelly-a5e","desc":"","name":"Ochre Jelly","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"","armor_class":8,"armor_desc":"","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":15,"climb":15,"swim":15},"strength":14,"dexterity":6,"constitution":14,"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":"","damage_immunities":"acid, lightning, slashing","condition_immunities":"blinded, charmed, deafened, fatigue, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage  and the target is grappled (escape DC 12). A grappled target takes 3 (1d6) acid damage at the start of each of the jellys turns."}],"bonus_actions":null,"reactions":[{"name":"Split","desc":"When a Medium or larger jelly with at least 10 hit points is subjected to lightning or slashing damage, it splits into two jellies that are each one size smaller, freeing any grappled targets. Each new jelly has half the originals hit points (rounded down)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The jelly can pass through an opening as narrow as 1 inch wide without squeezing."},{"name":"Spider Climb","desc":"The jelly can use its climb speed even on difficult surfaces and upside down on ceilings."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the jelly has disadvantage on attack rolls."},{"name":"Ooze Nature","desc":"An ooze doesnt require air or sleep."}],"spell_list":[],"page_no":352,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ochre-jelly/"},{"slug":"ogre-a5e","desc":"","name":"Ogre","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":40},"strength":19,"dexterity":8,"constitution":16,"intelligence":10,"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":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Giant","challenge_rating":"2","cr":2.0,"actions":[{"name":"Greatclub","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Sweeping Strike","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft.  all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is pushed 10 feet away from the ogre."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ogre/"},{"slug":"ogre-zombie-a5e","desc":"","name":"Ogre Zombie","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":59,"hit_dice":"7d10+28","speed":{"walk":30},"strength":18,"dexterity":6,"constitution":18,"intelligence":3,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Giant but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Greatclub","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Sweeping Strike","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft.  all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage  and if the target is a Medium or smaller creature  it makes a DC 14 Strength saving throw. On a failure  it is pushed 10 feet away from the ogre."},{"name":"Grab","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage  and the target is grappled if its Medium or smaller (escape DC 14)  and until the grapple ends  the zombie can't grab another target."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by a zombie. Hit: 15 (2d10 + 4) piercing damage  and the zombie regains hit points equal to the damage dealt."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":436,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ogre-zombie/"},{"slug":"orcish-wildling-minstrel-a5e","desc":"","name":"Orcish Wildling Minstrel","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"deception":5,"performance":5,"persuasion":5,"history":3,"nature":3,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any three","challenge_rating":"2","cr":2.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Vicious Mockery (Cantrip; V)","desc":"A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure  it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn."},{"name":"Invisibility (2nd-Level; V, S, M, Concentration)","desc":"The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell."},{"name":"Shatter (2nd-Level; V, S, M)","desc":"An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw  taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone  metal  or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage."},{"name":"Hypnotic Pattern (3rd-Level; S, M, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."}],"bonus_actions":[{"name":"Martial Encouragement","desc":"Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage."},{"name":"Healing Word (1st-Level; V)","desc":"The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn."},{"name":"Many orc tribes use song to preserve a communal memory of history","desc":"Minstrels are the keepers of the tribes wisdom and identity."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Legend lore","desc":"Once every 30 days, the orcish wilding minstrel can innately cast legend lore with no material component."},{"name":"Spellcasting","desc":"The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13\n +5 to hit with spell attacks). They have the following bard spells prepared:\n Cantrips (at will): light\n mage hand\n minor illusion\n vicious mockery\n 1st-level (4 slots): charm person\n disguise self\n healing word\n 2nd-level (3 slots): enthrall\n invisibility\n shatter\n 3rd-level (2 slots): hypnotic pattern\n major image"}],"spell_list":[],"page_no":484,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_orcish-wildling-minstrel/"},{"slug":"ork-urk-a5e","desc":"","name":"Ork Urk","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":14,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":4,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"intimidation":3,"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The berserker attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Aggressive Charge","desc":"The urk moves up to their Speed towards an enemy they can see or hear."},{"name":"Warriors who fight on the front lines of an orc war horde gain a special title: urk, meaning doomed","desc":" Other orc warriors treat urks with the deference due the sacred nature of their rage and sacrifice."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bloodied Frenzy","desc":"While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage."},{"name":"Unarmored Defense","desc":"The berserkers AC equals 10 + their Dexterity modifier + their Constitution modifier."}],"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ork-urk/"},{"slug":"pegasus-a5e","desc":"","name":"Pegasus","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":60,"fly":80},"strength":18,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"understands Celestial, Common, Elvish, and Sylvan, but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature and the pegasus moves at least 20 feet toward it before the attack  the target makes a DC 14 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good","desc":"The pegasus radiates a Good aura."},{"name":"Divine Mount","desc":"Over the course of a short rest, a willing pegasus can form a bond with a rider. Once this bond is formed, the rider suffers no penalties for riding the pegasus without a saddle. Additionally, if an effect forces both the pegasus and its rider to roll a saving throw, the pegasus automatically succeeds if the rider succeeds. If the pegasus bonds with a new rider, the previous bond ends."}],"spell_list":[],"page_no":358,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_pegasus/"},{"slug":"peryton-a5e","desc":"","name":"Peryton","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":34,"hit_dice":"4d10+12","speed":{"walk":30,"fly":60},"strength":16,"dexterity":16,"constitution":16,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"understands Common and Sylvan but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The peryton attacks with its gore and talons."},{"name":"Gore","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. This attack scores a critical hit on a roll of 18  19  or 20. If this critical hit reduces a humanoid to 0 hit points  the peryton can use a bonus action to rip the targets heart out with its teeth  killing it."},{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage  or 10 (2d6 + 3) damage if the peryton moves at least 20 feet straight towards the target before the attack."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight and Smell","desc":"The peryton has advantage on Perception checks that rely on sight or smell."}],"spell_list":[],"page_no":359,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_peryton/"},{"slug":"polar-bear-a5e","desc":"","name":"Polar Bear","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":42,"hit_dice":"5d10+15","speed":{"walk":40,"swim":30},"strength":20,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The bear makes two melee attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage. If the target is a Medium or smaller creature  it is grappled (escape DC 15). Until this grapple ends  the bear can't attack a different target with its claws."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The bear has advantage on Perception checks that rely on smell."}],"spell_list":[],"page_no":456,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_polar-bear/"},{"slug":"priest-a5e","desc":"","name":"Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":null,"skills":{"medicine":5,"insight":5,"persuasion":3,"religion":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit  the priest can expend a spell slot to deal 7 (2d6) radiant damage  plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw  taking 9 (2d8) radiant damage on a failure. This spell ignores cover."},{"name":"Guiding Bolt (1st-Level; V, S)","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage  and the next attack roll made against the target before the end of the priests next turn has advantage."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The priest scours the magic from one creature  object  or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the priest makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Spirit Guardians (3rd-Level; V, S, M, Concentration)","desc":"Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC 13 Wisdom saving throw  taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success."}],"bonus_actions":[{"name":"Healing Word (1st-Level; V)","desc":"The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13\n +5 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n detect evil and good\n guiding bolt\n healing word\n 2nd-level (3 slots): lesser restoration\n zone of truth\n 3rd-level (2 slots): dispel magic\n spirit guardians"}],"spell_list":[],"page_no":488,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_priest/"},{"slug":"revilock-a5e","desc":"","name":"Revilock","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":14,"intelligence":14,"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":{"athletics":4,"engineering":4,"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded","senses":"blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), passive Perception 14","languages":"Undercommon; telepathy 60ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Spiked Club","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) piercing damage."},{"name":"Throttle","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage  and the target is grappled (escape DC 12) and can't breathe. Until this grapple ends  the grimlock can't use any attack other than throttle and only against the grappled target  and it makes this attack with advantage."},{"name":"Sling","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."}],"bonus_actions":null,"reactions":[],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The grimlock has advantage on Stealth checks made to hide in rocky terrain."},{"name":"Keen Hearing and Smell","desc":"The grimlock has advantage on Perception checks that rely on hearing or smell."},{"name":"Psionic Spellcasting","desc":"The revilocks spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:"}],"spell_list":[],"page_no":259,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_revilock/"},{"slug":"rhinoceros-a5e","desc":"","name":"Rhinoceros","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":14,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. If the rhinoceros moves at least 20 feet straight towards the target before the attack  the attack deals an extra 4 (1d8) bludgeoning damage and the target makes a DC 15 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":458,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_rhinoceros/"},{"slug":"river-dragon-wyrmling-a5e","desc":"","name":"River Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":50,"fly":60,"swim":60},"strength":12,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"deception":2,"insight":4,"nature":2,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"fatigue","senses":"darkvision 120 ft., tremorsense 90 ft. (only detects vibrations in water), passive Perception 14","languages":"Aquan, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."},{"name":"Torrential Breath (Recharge 5-6)","desc":"The dragon exhales water in a 15-foot-long  5-foot-wide line. Each creature in the area makes a DC 11 Dexterity saving throw  taking 14 (4d6) bludgeoning damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Flowing Grace","desc":"The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_river-dragon-wyrmling/"},{"slug":"rug-of-smothering-a5e","desc":"","name":"Rug of Smothering","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Smother","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one Large or smaller creature. Hit: The target is grappled (escape DC 13). Until this grapple ends  the target is restrained and can't breathe. When the rug is dealt damage while it is grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The rug can only have one creature grappled at once."},{"name":"Squeeze","desc":"One creature grappled by the rug takes 10 (2d6 + 3) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spell-created","desc":"The DC for dispel magic to destroy this creature is 19."},{"name":"False Appearance","desc":"While motionless, the rug is indistinguishable from a normal rug."}],"spell_list":[],"page_no":24,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_rug-of-smothering/"},{"slug":"saber-toothed-tiger-a5e","desc":"","name":"Saber-Toothed Tiger","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":40},"strength":20,"dexterity":14,"constitution":14,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage. If the tiger moves at least 20 feet straight towards the target before the attack  the target makes a DC 15 Strength saving throw  falling prone on a failure."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage."}],"bonus_actions":[{"name":"Opportune Bite","desc":"The tiger makes a bite attack against a prone creature."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The tiger has advantage on Perception checks that rely on smell."}],"spell_list":[],"page_no":459,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_saber-toothed-tiger/"},{"slug":"sea-hag-a5e","desc":"","name":"Sea Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":52,"hit_dice":"7d8+21","speed":{"walk":30,"swim":40},"strength":16,"dexterity":12,"constitution":16,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":3,"deception":5,"insight":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Aquan, Common, Giant","challenge_rating":"2","cr":2.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Death Glare (Gaze)","desc":"One frightened creature within 30 feet makes a DC 11 Wisdom saving throw. On a failed saving throw  the creature drops to 0 hit points. On a success  the creature takes 7 (2d6) psychic damage."}],"bonus_actions":[{"name":"Horrific Transformation","desc":"The hag briefly takes on a terrifying form or reveals its true form. Each creature within 30 feet that can see the hag makes a DC 11 Wisdom saving throw. A creature under the hags curse automatically fails this saving throw. On a failure, the creature is frightened until the end of its next turn. If a creatures saving throw is successful, it is immune to the hags Horrific Transformation for 24 hours."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Curse","desc":"A creature that makes a bargain with the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags scrying and geas spells, and the hag can cast control weather centered on the creature."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, 1/day: control weather, geas, scrying"}],"spell_list":[],"page_no":271,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sea-hag/"},{"slug":"swarm-of-khalkos-spawn-a5e","desc":"","name":"Swarm of Khalkos Spawn","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30,"fly":30},"strength":6,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, psychic, radiant; bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 12","languages":"telepathy 120 ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d4+3) piercing damage plus 14 (4d6) poison damage  or 8 (2d4+3) piercing damage plus 7 (2d6) poison damage if the swarm is bloodied."},{"name":"Chaos Pheromones","desc":"The swarm emits a cloud of pheromones in the air in a 10-foot-radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure  the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it  it is immune to the chaos pheromones of khalkos spawn for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[],"spell_list":[],"page_no":295,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-khalkos-spawn/"},{"slug":"swarm-of-poisonous-snakes-a5e","desc":"","name":"Swarm of Poisonous Snakes","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":45,"hit_dice":"10d8","speed":{"walk":30,"swim":30},"strength":8,"dexterity":18,"constitution":10,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious","senses":"blindsight 10 ft., passive Perception 10","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage plus 14 (4d6) poison damage  or 3 (1d6) poison damage plus 7 (2d6) poison damage if the swarm is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points."}],"spell_list":[],"page_no":461,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-poisonous-snakes/"},{"slug":"trickster-priest-a5e","desc":"","name":"Trickster Priest","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":null,"skills":{"medicine":5,"insight":5,"persuasion":3,"religion":3,"deception":3,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit  the priest can expend a spell slot to deal 7 (2d6) radiant damage  plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw  taking 9 (2d8) radiant damage on a failure. This spell ignores cover."},{"name":"Invisibility (2nd-Level; V, S, M, Concentration)","desc":"The priest or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell."},{"name":"Spirit Guardians (3rd-Level; V, S, M, Concentration)","desc":"Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC 13 Wisdom saving throw  taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success."}],"bonus_actions":[{"name":"Healing Word (1st-Level; V)","desc":"The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13\n +5 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): sacred flame\n thaumaturgy\n minor illusion\n 1st-level (4 slots): ceremony\n detect evil and good\n healing word\n disguise self\n 2nd-level (3 slots): lesser restoration\n invisibility\n 3rd-level (2 slots): spirit guardians\n major image"}],"spell_list":[],"page_no":488,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_trickster-priest/"},{"slug":"wallflower-a5e","desc":"","name":"Wallflower","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":33,"hit_dice":"6d8+12","speed":{"walk":20,"climb":20},"strength":14,"dexterity":14,"constitution":14,"intelligence":2,"wisdom":14,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Tentacles","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the grick can't attack a different target with its tentacles."}],"bonus_actions":[{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the grick. Hit: 9 (2d6 + 2) piercing damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Luring Scent","desc":"When a beast, humanoid or fey creature begins its turn within 30 feet, the creature makes a DC 12 Constitution saving throw. On a failure, it moves as close as it can to the wallflower and ends its turn. Creatures immune to being charmed are immune to this effect. A creature that succeeds on the saving throw is immune to the Luring Scent of all wallflowers for 24 hours."}],"spell_list":[],"page_no":254,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wallflower/"},{"slug":"warhordling-orc-eye-a5e","desc":"","name":"Warhordling Orc Eye","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":12,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":null,"skills":{"medicine":5,"insight":5,"persuasion":3,"religion":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13, blindsight 10 ft.","languages":"any two","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. On a hit  the priest can expend a spell slot to deal 7 (2d6) radiant damage  plus an extra 3 (1d6) radiant damage for each level of the spell slot expended above 1st."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the priest can see within 60 feet makes a DC 13 Dexterity saving throw  taking 9 (2d8) radiant damage on a failure. This spell ignores cover."},{"name":"Guiding Bolt (1st-Level; V, S)","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) radiant damage  and the next attack roll made against the target before the end of the priests next turn has advantage."},{"name":"Dispel Magic (3rd-Level; V, S)","desc":"The priest scours the magic from one creature  object  or magical effect within 120 feet that they can see. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot  the priest makes a Wisdom ability check (DC 10 + the spells level) for each one  ending the effect on a success."},{"name":"Spirit Guardians (3rd-Level; V, S, M, Concentration)","desc":"Spectral forms surround the priest in a 10-foot radius for 10 minutes. The priest can choose creatures they can see to be unaffected by the spell. Other creatures treat the area as difficult terrain  and when a creature enters the area for the first time on a turn or starts its turn there  it makes a DC 13 Wisdom saving throw  taking 10 (3d6) radiant or necrotic damage (priests choice) on a failure or half damage on a success."}],"bonus_actions":[{"name":"Healing Word (1st-Level; V)","desc":"The priest or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The priest can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive Charge","desc":"The eye moves up to their Speed towards an enemy they can see or hear."},{"name":"Warhordling Orc Eye Spellcasting","desc":"The eye has advantage on attack rolls made against targets they can see with arcane eye."},{"name":"Spellcasting","desc":"The priest is a 5th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13\n +5 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): guidance\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n detect evil and good\n guiding bolt\nbless\n 2nd-level (3 slots): lesser restoration\narcane eye\n 3rd-level (2 slots): dispel magic\n spirit guardians"}],"spell_list":[],"page_no":488,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_warhordling-orc-eye/"},{"slug":"wererat-a5e","desc":"","name":"Wererat","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft. (rat or hybrid form only), passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Shortsword (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 12 (3d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 12 (3d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Bite (Rat or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid  it makes a DC 11 Constitution saving throw. On a failure  it is cursed with wererat lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The wererat changes its form to a giant rat, a rat-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in rat form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Bite (While Bloodied","desc":"The wererat makes a bite attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The wererat has advantage on Perception checks that rely on smell."},{"name":"Pack Tactics","desc":"The wererat has advantage on attack rolls against a creature if at least one of the wererats allies is within 5 feet of the creature and not incapacitated."},{"name":"Wolfsbane","desc":"Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour."}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wererat/"},{"slug":"weretiger-a5e","desc":"","name":"Weretiger","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":16,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"damage from nonmagical, non-silvered weapons","condition_immunities":"","senses":"darkvision 60 ft. (tiger or hybrid form only), passive Perception 15","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The weretiger makes two attacks  neither of which can be a bite."},{"name":"Longsword (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Longbow (Humanoid or Hybrid Form Only)","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Claw (Tiger or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the weretiger moves at least 20 feet straight towards the target before the attack  the target makes a DC 13 Strength saving throw  falling prone on a failure."},{"name":"Bite (Tiger or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid  it makes a DC 13 Constitution saving throw. On a failure  it is cursed with weretiger lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The weretiger changes its form to a Large tiger, a tiger-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged except for its size. It can't speak in tiger form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Opportune Bite (Tiger or Hybrid Form Only)","desc":"The weretiger makes a bite attack against a prone creature."},{"name":"Frenzied Bite (While Bloodied","desc":"The weretiger makes a bite attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The weretiger has advantage on Perception checks that rely on hearing or smell."},{"name":"Wolfsbane","desc":"Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour."}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_weretiger/"},{"slug":"white-dragon-wyrmling-a5e","desc":"","name":"White Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":30,"burrow":15,"fly":60,"swim":30},"strength":14,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales a 15-foot cone of frost. Each creature in that area makes a DC 12 Constitution saving throw  taking 10 (3d6) cold damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cold Mastery","desc":"The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace."}],"spell_list":[],"page_no":123,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_white-dragon-wyrmling/"},{"slug":"will-o-wisp-a5e","desc":"","name":"Will-o-Wisp","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":28,"hit_dice":"8d6","speed":{"walk":0,"fly":50},"strength":2,"dexterity":24,"constitution":10,"intelligence":12,"wisdom":14,"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":"","damage_resistances":"acid, cold, fire, necrotic, thunder; damage from nonmagical weapons","damage_immunities":"lightning, poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 120 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"name":"Shock","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (3d6) lightning damage. The will-o-wisp can't make this attack while its glow is extinguished."}],"bonus_actions":[{"name":"Illumination","desc":"The will-o-wisp alters the radius of its glow (shedding bright light in a 5- to 20-foot radius and dim light for the same number of feet beyond that radius), changes the color of its glow, or extinguishes its glow (making it invisible)."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Conductive","desc":"Each time a creature touches the will-o-wisp or hits it with a metal melee weapon for the first time on a turn, the creature takes 7 (2d6) lightning damage. This trait doesnt function while the will-o-wisps glow is extinguished."},{"name":"Insubstantial","desc":"The will-o-wisp can't pick up or move objects or creatures. It can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Treasure Sense","desc":"The will-o-wisp knows the location of coins, gems, and other nonmagical wealth within 500 feet."},{"name":"Undead Nature","desc":"A will-o-wisp doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":425,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_will-o-wisp/"},{"slug":"anubian","desc":"_An anubian’s swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. Anubians are elementals summoned to guard tombs or protect treasures._  \n**Piles of Dust.** An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand.  \n**Death to the Unarmored.** In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren’t shackled by magical bondage.  \n**Sandstorm Tag Teams.** Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets.  \n**Elemental Nature.** An anubian doesn’t require air, food, drink, or sleep.","name":"Anubian","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 11","languages":"Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The anubian makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Haboob (1/Day)","desc":"The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sand Stealth","desc":"The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain"},{"name":"Sand Step","desc":"Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through."},{"name":"Vulnerability to Water","desc":"For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn."}],"spell_list":[],"page_no":24,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_anubian/"},{"slug":"behtu","desc":"_With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands._  \nA demon lord bred the cruelty of a demon with the cunning of a human and the ferocity of an ape into his people, the behtu (BAY-too), who carry his worship from island to island.  \n**Temple Builders.** The behtus raise shrines to their demon lord wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.  \n**Ichor Drinkers.** In his volcanic temples, the demon lord’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection.  \n**Scaly Mounts.** The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.","name":"Behtu","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"hide armor","hit_points":52,"hit_dice":"8d6+24","speed":{"walk":20,"climb":20},"strength":17,"dexterity":16,"constitution":16,"intelligence":12,"wisdom":11,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Behtu, Common, Infernal","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Shortspear","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Fire Breath (Recharge 6)","desc":"The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw."},{"name":"Ichorous Infusions","desc":"Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":34,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_behtu/"},{"slug":"beli","desc":"_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._  \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers.  \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar.  \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks.  \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.","name":"Beli","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6+10","speed":{"walk":30,"fly":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":8,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarvish, Giant","challenge_rating":"2","cr":2.0,"actions":[{"name":"Ice Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Icy Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arctic Hunter","desc":"Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings."},{"name":"Cold Regeneration","desc":"As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate."},{"name":"Flyby","desc":"The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Innate Spellcasting","desc":"the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch"}],"spell_list":[],"page_no":35,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_beli/"},{"slug":"cave-dragon-wyrmling","desc":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Cave Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30,"burrow":20,"fly":20},"strength":19,"dexterity":12,"constitution":17,"intelligence":8,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":3,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":2,"skills":{"perception":2,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison, thunder","condition_immunities":"poisoned","senses":"blindsight 120 ft., passive Perception 12","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tunneler","desc":"The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake."},{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:\n\n3/day: darkness"}],"spell_list":[],"page_no":127,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cave-dragon-wyrmling/"},{"slug":"clockwork-hound","desc":"_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._  \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy.  \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit.  \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards.  \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.","name":"Clockwork Hound","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":50},"strength":16,"dexterity":15,"constitution":14,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":5,"damage_dice":"2d10"},{"name":"Tripping Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Explosive Core","desc":"The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork hound is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork hound has advantage on saving throws against spells and other magical effects."},{"name":"Diligent Tracker","desc":"Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking."}],"spell_list":[],"page_no":62,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-hound/"},{"slug":"cobbleswarm","desc":"_The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward._  \nA cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.  \n**Paving Stone Mimics.** When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none.  \n**Trap Affinity.** Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their shift and tumble ability can slide intruders into pits or across trapped areas, and kobold tribes prize them highly for this reason.","name":"Cobbleswarm","size":"Medium","type":"Monstrosity","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d8","speed":{"walk":30},"strength":12,"dexterity":11,"constitution":11,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, stunned","senses":"passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Stings","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the swarm remains motionless, it is indistinguishable from normal stones."},{"name":"Shift and Tumble","desc":"As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet."},{"name":"Shifting Floor","desc":"Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cobbleswarm/"},{"slug":"deep-one","desc":"Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.","name":"Deep One","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30,"swim":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":8,"charisma":12,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 9","languages":"Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"A deep one can breathe air or water with equal ease."},{"name":"Frenzied Rage","desc":"On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage."},{"name":"Lightless Depths","desc":"A deep one is immune to the pressure effects of the deep ocean."},{"name":"Ocean Change","desc":"A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30."}],"spell_list":[],"page_no":73,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_deep-one/"},{"slug":"doppelrat","desc":"_This rat startled the moment it knew it was seen. Within seconds, the one rat became four, and then the four quickly multiplied into sixteen rats._  \nThe result of a Open Game License","name":"Doppelrat","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d4+10","speed":{"walk":15,"climb":15,"swim":15},"strength":2,"dexterity":17,"constitution":14,"intelligence":2,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","attack_bonus":5,"damage_dice":"1"},{"name":"Arcane Doubling (recharges after 10 minutes)","desc":"A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check."},{"name":"Doppeling Disease","desc":"At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The doppelrat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Running Doppelrats","desc":"The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4."}],"spell_list":[],"page_no":123,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_doppelrat/"},{"slug":"eala","desc":"_This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot._  \nEala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal.  \n**Metallic Diet.** Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized.","name":"Eala","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural","hit_points":40,"hit_dice":"9d6+9","speed":{"walk":10,"fly":60},"strength":10,"dexterity":16,"constitution":12,"intelligence":2,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The eala makes two attacks with its wing blades."},{"name":"Wing Blades","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Fire Breath (recharge 5-6)","desc":"The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried."}],"bonus_actions":null,"reactions":[{"name":"Swan Song","desc":"When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":163,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eala/"},{"slug":"eel-hound","desc":"_A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature’s menacing jaws._  \n**Hounds of the River Fey.** Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters’ capricious cruelty. The hounds’ chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds’ lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery.  \n**Slippery Ambushers.** Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation.  \nPossessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance.  \n**Liquid Speech.** Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues.","name":"Eel Hound","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30,"swim":40},"strength":19,"dexterity":16,"constitution":13,"intelligence":6,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The eel hound can breathe air and water."},{"name":"Pack Tactics","desc":"The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Slick Spittle","desc":"By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour."},{"name":"Slithering Bite","desc":"A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn."}],"spell_list":[],"page_no":166,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eel-hound/"},{"slug":"firegeist","desc":"_Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame._  \n**Elemental Echoes.** When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge.  \n**Indiscrimate Arsonists.** Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern.  \n**Elemental Nature.** A firegeist doesn’t require air, food, drink, or sleep.","name":"Firegeist","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":87,"hit_dice":"25d6","speed":{"walk":40},"strength":7,"dexterity":18,"constitution":10,"intelligence":4,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 15","languages":"Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The firegeist makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Combustion Touch (Recharge 5-6)","desc":"The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hide By Firelight","desc":"In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire."},{"name":"Illumination","desc":"The firegeist sheds dim light in a 30-foot radius."},{"name":"Magical Light Sensitivity","desc":"While in magical light, the firegeist has disadvantage on attack rolls and ability checks."},{"name":"Water Susceptibility","desc":"For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage."}],"spell_list":[],"page_no":202,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_firegeist/"},{"slug":"folk-of-leng","desc":"_The people of Leng are hideous and malevolent, with goatlike legs and small horns they keep concealed beneath turbans, and mouths full of rows of serrated teeth, somewhat akin to sharks. They have a fondness for combining heavy leathers and bright silks in their robes, and they always go forth masked when leaving their mysterious, chilled cities._  \n**Dimensional Merchants.** The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the manaencrusted stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They tend a few pyramids in the deep deserts and are said to befriend void dragons, heralds of darkness, and other servants of the void.  \n**A High Plateau.** Leng is a forbidding plateau surrounded by hills and peaks. Its greatest city is Sarkomand, a place which some claim has fallen into ruin, and which others claim to have visited in living memory.  \n**Love of Nets.** When in combat, the folk of Leng use nets woven from the silk of their racial enemies, the spiders of Leng. They summon these nets from interdimensional storage spaces.","name":"Folk Of Leng","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":18,"intelligence":14,"wisdom":16,"charisma":22,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":8,"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"necrotic","condition_immunities":"frightened","senses":"passive Perception 15","languages":"Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Etheric Harpoon","desc":"Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Psychic Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Hooked Spider Net (Recharge 5-6)","desc":"Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, minor illusion\n\n3/day each: disguise self, suggestion\n\n1/day each: dream, etherealness"},{"name":"Regeneration","desc":"The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business."},{"name":"Void Stare","desc":"The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised."},{"name":"Void Sailors","desc":"The folk of Leng can travel the airless void without harm."}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_folk-of-leng/"},{"slug":"giant-ant","desc":"_Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers._  \nGiant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they’re capable of stabbing and poisoning a human to death.  \n**Colony Defenders.** Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food.  \n**Carry Prey Home.** Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch.","name":"Giant Ant","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":15,"dexterity":13,"constitution":15,"intelligence":1,"wisdom":9,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 9","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The giant ant makes one bite attack and one sting attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target.","attack_bonus":4,"damage_dice":"1d8"},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.","attack_bonus":4,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The giant ant has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":23,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_giant-ant/"},{"slug":"gray-thirster","desc":"_This dried-out body of a long dead traveler is still clad in the tattered remains of his clothes. Skin as dry as parchment clings to the bones that are clearly distinguishable underneath. A hoarse moaning emanates from the dry, cracked lips._  \n**Thirsting Undead.** The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers.  \n**Destroy Wells and Oases.** Gray thirsters destroy or foul sources of water and often lurk nearby to ambush those seeking clean water.  \n**Thirsting Caravan.** Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skinchanging gnolls, shrieking ghouls, and a mummy lord, building a strange nomadic army.  \n**Undead Nature.** A gray thirster doesn’t require air, food, or sleep.","name":"Gray Thirster","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":15,"intelligence":6,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, necrotic","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"understands all languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gray thirster makes two claw attacks and one Withering Turban attack"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Withering Turban","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Drought (1/Day)","desc":"The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Thirst","desc":"The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours."}],"spell_list":[],"page_no":238,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_gray-thirster/"},{"slug":"ink-devil","desc":"_This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws._  \nInk devils have small, pursed mouths and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases, and many consider Titivillus the greatest of arch-devils.  \n**Cowards at Heart.** Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use teleportation, invisibility, and their ability to disrupt the concentration of spellcasters to harry the opposition.  \n**False Gifts.** They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a glyph of warding to start combat.  \n**Bibliophiles and Bookworms.** Ink devils live in libraries and scriptoria in the hells and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service.","name":"Ink Devil","size":"Small","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"","hit_points":54,"hit_dice":"12d6+12","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":12,"intelligence":20,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":9,"deception":8,"history":9,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"Celestial, Common, Draconic, Infernal; telepathy (120 ft.)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"3d6"},{"name":"Disrupt Concentration","desc":"Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn."},{"name":"Corrupt Scroll","desc":"An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell."},{"name":"Devil's Mark","desc":"Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark—a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:\n\nat will: detect magic, illusory script, invisibility, teleport (self plus 50 lb of objects only)\n\n1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)"}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ink-devil/"},{"slug":"kobold-alchemist","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake._  \nKobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.  \n_**Dangerous Assets.**_ Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.","name":"Kobold Alchemist","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":15,"intelligence":16,"wisdom":9,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"medicine":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kobold makes two attacks."},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Dart","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Alchemical Protection (Recharge after a Short or Long Rest)","desc":"The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait."},{"name":"Explosive Flask (Recharge 5-6)","desc":"The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Apothecary","desc":"As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit."},{"name":"Pack Tactics","desc":"The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kobold-alchemist/"},{"slug":"kot-bayun","desc":"_This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator._  \nEnemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.  \n**Speaking Fey Cats.** These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years.  \n**Sing to Sleep.** In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below.  \n**Healing Poetry.** If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association.  \nBefriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.","name":"Kot Bayun","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":40,"climb":20},"strength":16,"dexterity":16,"constitution":13,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kot bayun makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d10"},{"name":"Slumbering Song","desc":"The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Folk Cure","desc":"A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon."},{"name":"Innate Spellcasting","desc":"the kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\n3/day each: fog cloud, invisibility (self only)\n\n1/day: blink"}],"spell_list":[],"page_no":268,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kot-bayun/"},{"slug":"myling","desc":"_Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack._  \n**Attack in a Rage.** Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly.  \n**Ungrateful Rest.** While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling.  \n**Urchin Rhymes and Songs.** Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm.  \n**Undead Nature.** A myling doesn’t require air, food, drink, or sleep.","name":"Myling","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6+10","speed":{"walk":30,"burrow":10},"strength":15,"dexterity":10,"constitution":12,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, poisoned, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The myling makes one bite and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.","attack_bonus":4,"damage_dice":"2d4"},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Buried Alive","desc":"If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_myling/"},{"slug":"noctiny","desc":"_A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray._  \nNoctiny are wretched humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters.  \n**Pyramid of Power.** The noctiny’s lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves.  \n**A Race Apart.** Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny.","name":"Noctiny","size":"Medium","type":"Humanoid","subtype":"noctiny","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"studded leather armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":13,"constitution":14,"intelligence":10,"wisdom":11,"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":"","condition_immunities":"frightened","senses":"passive Perception 10","languages":"Common, plus the language spoken by the noctini's fext master","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The noctiny makes two melee attacks."},{"name":"Pact Staff","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The noctiny has advantage on saving throws against spells and other magical effects."},{"name":"Pact Wrath","desc":"One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below)."},{"name":"Spellcasting","desc":"the noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.\n\ncantrips (at will): chill touch, eldritch blast, poison spray\n\n1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex\n\n2nd level (2 slots): crown of madness, misty step"}],"spell_list":[],"page_no":308,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_noctiny/"},{"slug":"paper-drake","desc":"_With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth._  \n**Book and Map Erasers.** These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history.  \nPaper drakes are a bane to historians and spellcasters because they can erase ink and pigments, and they often do so at random simply for aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase one selectively to make beautiful patterns in the remaining ink.  \n**Correcting Errors.** Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn’t a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text.  \n**Tattoo Magicians.** Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to “stamp” text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person’s mind, much as they erase text from a page.  \nIn their regular form, paper drakes reach just over four feet in length and weight around 30 lb. They are usually white or tan, but develop a brown or yellow tone as they age.","name":"Paper Drake","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":78,"hit_dice":"12d6+36","speed":{"walk":40,"fly":100},"strength":7,"dexterity":17,"constitution":16,"intelligence":10,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"paralysis, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack, one claw attack, and one tail attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"3d6"},{"name":"Tail (Recharge 5-6)","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.","attack_bonus":6,"damage_dice":"5d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shelve","desc":"A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form."},{"name":"Refold (Recharge 5-6)","desc":"A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats."}],"spell_list":[],"page_no":154,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_paper-drake/"}]}