{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-challenge_rating&page=49","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-challenge_rating&page=47","results":[{"slug":"kobold-planes-hunter","desc":"","name":"Kobold, Planes Hunter","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"breastplate","hit_points":181,"hit_dice":"33d6+66","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":15,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, restrained","senses":"darkvision 60', passive Perception 16","languages":"Common, Draconic, + any two languages","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Longsword attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if used with two hands + 13 (3d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement)."},{"name":"Warping Whirlwind (Recharge 5-6)","desc":"Bends reality around it slicing nearby creatures with sword strikes from across the planes. Each creature within 10 ft. of the planes hunter must make a DC 16 Dex save taking 18 (4d8) slashing damage and 18 (4d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement) on a failed save or half damage if made."},{"name":"Planar Traveler (1/Day)","desc":"Can transport itself to a different plane of existence. This works like the plane shift spell except hunter can only affect itself and can't use this action to banish an unwilling creature to another plane."}],"bonus_actions":[{"name":"Planar Step","desc":"Teleports along with any equipment up to 30' to an unoccupied spot it sees. Glowing swirls of elemental energy appear at origin and destination when it uses this."}],"reactions":[{"name":"Parry","desc":"+ 4 to its AC vs. one melee attack that would hit it if it can see attacker and wielding melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Planar Attunement","desc":"At the start of each of its turns it chooses one of the following damage types: acid cold fire lightning necrotic radiant or thunder. It has resistance to the chosen damage type until start of its next turn."},{"name":"Planar Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals extra 3d8 damage of the type chosen with Planar Attunement (included below)."},{"name":"Planes Hunter","desc":"Has advantage on Wis (Perception) and Wis (Survival) checks to find and track Celestials Fiends and Elementals."},{"name":"Snaring Blade","desc":"If it scores a critical hit vs. a creature target can't use any method of extradimensional movement including teleportation or travel to a different plane of existence for 1 min. The creature can make a DC 16 Cha save at the end of each of its turns ending effect on itself on a success."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."}],"spell_list":[],"page_no":254,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_kobold-planes-hunter/"},{"slug":"npc:-field-commander","desc":"","name":"Npc: Field Commander","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":19,"armor_desc":"breastplate, shield","hit_points":170,"hit_dice":"20d8+80","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":18,"intelligence":12,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 15","languages":"Common and one other language","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Uses Battle Cry if available. Then three Longswords or two Longswords and uses Spellcasting. If commander hits one creature with two Longswords target: DC 16 Con save or be stunned until end of its next turn."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if used with 2 hands + 13 (3d8) necrotic or radiant (commander's choice)."},{"name":"Battle Cry (Recharge 5-6)","desc":"Commander shouts a frightful and rallying battle cry. Each hostile creature within 30 of it that can hear the cry: DC 16 Wis save or be frightened for 1 min. A frightened creature can re-save at end of each of its turns success ends effect on itself. Each friendly creature within 30' of the commander and that can hear the cry has advantage on the next attack roll it makes before start of commander's next turn."},{"name":"Spellcasting","desc":"Cha (DC 16): At will: command protection from evil and good3/day ea: cure wounds (level 3) find steed (as an action)1/day: revivify"}],"bonus_actions":null,"reactions":[{"name":"Bolster Soldier","desc":"When a friendly creature the field commander can see is hit with weapon attack the commander calls out encouragement and creature gains 5 (1d10) temp hp."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Courage and Protection","desc":"If conscious friendly creatures within 10 ft. of it immune to frightened and advantage on all saves."},{"name":"Divine Weapons","desc":"Its weapon attacks are magical. When commander hits with any weapon weapon deals extra 3d8 necrotic or radiant (included below) commander's choice."}],"spell_list":[],"page_no":406,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-field-commander/"},{"slug":"oaken-sentinel","desc":"","name":"Oaken Sentinel","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":10},"strength":22,"dexterity":6,"constitution":19,"intelligence":5,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"lightning","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"blinded, deafened, frightened, prone","senses":"blindsight 120' (blind beyond), passive Perception 9","languages":"Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Grasping Branch or Rock attacks. It can replace one attack with use of Fling."},{"name":"Grasping Branch","desc":"Melee Weapon Attack: +10 to hit, 50 ft., one target, 19 (3d8+6) bludgeoning damage and the target is grappled (escape DC 16). Until the grapple ends the target is restrained and takes 4 (1d8) bludgeoning damage at start of each of its turns and sentinel can't use same Grasping Branch on another target."},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit 60/240' one target 22 (3d10+6) bludgeoning damage."},{"name":"Fling","desc":"One Med or smaller creature grappled by the oaken sentinel is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface the target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If the target is thrown at another creature that creature must make DC 16 Dex save or take the same damage and be knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary oak tree."},{"name":"Grasping Branches","desc":"Can have up to six Grasping Branches at a time. Each Grasping Branch can be attacked (AC 16; 25 hp; vulnerability to lightning; immunity to poison and psychic). Destroying a Grasping Branch deals no damage to the oaken sentinel which can extend a replacement branch on its next turn. A Grasping Branch can also be broken if a creature takes an action and succeeds on a DC 16 Str check vs. it."}],"spell_list":[],"page_no":293,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_oaken-sentinel/"},{"slug":"ooze-shoal","desc":"","name":"Ooze, Shoal","size":"Gargantuan","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":9,"armor_desc":"","hit_points":232,"hit_dice":"16d20+64","speed":{"walk":10,"swim":40},"strength":20,"dexterity":8,"constitution":19,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"acid","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60', passive Perception 10","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Mesmerizing Spiral then 3 Pseudopods and Engulf."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +9 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage target is grappled (escape DC 16)."},{"name":"Engulf","desc":"Engulfs one Huge or smaller creature grappled by it. Engulfed target is restrained and unable to breathe unless it can breathe water and it must make DC 16 Con save at start of each of the ooze's turns or take 21 (6d6) acid. If ooze moves engulfed target moves with it. Ooze can have 2 Huge or up to 8 Large or smaller creatures engulfed at a time. Engulfed creature or creature within 5 ft. of ooze can take its action to remove engulfed creature from ooze via DC 16 Str check putting engulfed creature in an unoccupied space of its choice within 5 ft. of ooze."},{"name":"Mesmerizing Spiral","desc":"The fish inside it swim rapidly in a hypnotic spiral. Each creature within 20' of it that can see the fish: incapacitated 1 min (DC 16 Wis negates). While incapacitated its speed is reduced to 0. Incapacitated creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful or effect ends for it creature is immune to Mesmerizing Spiral of all shoal oozes for the next 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False","desc":"[+]Appearance[/+] Until it attacks indistinguishable from a large school of fish."},{"name":"Ooze Nature","desc":"Doesn't require sleep."},{"name":"Symbiotically Bound","desc":"The ooze and fish's life force have become entwined. Share stats as if one creature and can't be separated."},{"name":"Water Breathing","desc":"Can breathe only underwater."}],"spell_list":[],"page_no":308,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ooze-shoal/"},{"slug":"scarab-suncatcher","desc":"","name":"Scarab, Suncatcher","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":19,"armor_desc":"natural armor","hit_points":145,"hit_dice":"10d20+40","speed":{"walk":30,"burrow":40,"fly":15},"strength":20,"dexterity":14,"constitution":18,"intelligence":1,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, poisoned, restrained","senses":"blindsight 90' (blind beyond), passive Perception 11","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) piercing damage + 7 (2d6) poison and target is poisoned until end of its next turn (DC 16 Con negates poison)."},{"name":"Burrowing Burst","desc":"If it burrows 20'+ as part of its movement it can use this action to emerge in a space that contains one or more other creatures. Each of those creatures and each creature within 10 ft. of the scarab's space takes 27 (6d8) bludgeoning damage and is knocked prone (DC 16 Dex half damage and is pushed up to 10 ft. out of the scarab's space into an unoccupied space of the creature's choice; If no unoccupied space is within range creature instead falls prone in scarab's space). Area within 10 ft. of the scarab's space then becomes difficult terrain."},{"name":"Wing Beat (Recharge 5-6)","desc":"The suncatcher scarab rapidly beats its wings releasing sound or light in a 60' cone.Effect depends on if the elytra is closed or open:Closed Elytra: Creature takes 35 (10d6) thunder is pushed up to 15 ft. away from the scarab and is knocked prone (DC 16 Con half and isn't pushed or knocked prone).Open Elytra: Creature takes 35 (10d6) radiant and blinded until end of its next turn (DC 16 Con half and isn't blinded)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Discordant Drone","desc":"Creatures within 15 ft. of it can't hear each other's spoken words and can't cast spells with verbal components."},{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Unstoppable","desc":"Moving through difficult terrain doesn't cost it extra movement and its speed can't be reduced."}],"spell_list":[],"page_no":338,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_scarab-suncatcher/"},{"slug":"underworld-sentinel","desc":"","name":"Underworld Sentinel","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":18,"intelligence":10,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60', darkvision 120', passive Perception 17","languages":"Darakhul, Giant, Undercommon","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Scythe or Death Knell attacks."},{"name":"Scythe","desc":"Melee Weapon Attack: +10 to hit, 15 ft., one target, 17 (2d10+6) slashing damage + 10 (3d6) necrotic."},{"name":"Death Knell","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 16 (3d8+3) necrotic or 22 (3d12+3) necrotic if the target is missing any of its hp."},{"name":"Grim Reaping (Recharge 5-6)","desc":"Spins with its scythe extended and makes one Scythe attack vs. each creature within its reach. A creature that takes necrotic from this attack can't regain hp until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Passage Guardian","desc":"Can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks."},{"name":"Turn Immunity","desc":"Is immune to effects that turn undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_underworld-sentinel/"},{"slug":"void-knight","desc":"","name":"Void Knight","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":20},"strength":22,"dexterity":7,"constitution":18,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":1,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison","condition_immunities":"blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Void Speech, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Void Gauntlet attacks or three Void Bolts."},{"name":"Void Gauntlet","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d6+6) slashing damage + 18 (4d8) force. If the target is a Med or smaller creature it must make DC 16 Str save or be knocked prone. "},{"name":"Void Bolt","desc":"Ranged Spell Attack: +7 to hit, 120 ft., one target, 21 (4d8+3) force."},{"name":"Pull of the Void (Recharge 5-6)","desc":"Sends Void tendrils at up to three creatures it can see within 60' of it that are not behind total cover. Each target must make DC 16 strength Saving throw or be pulled up to 30' toward the knight. Then each creature within 5 ft. of knight takes 36 (8d8) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Call of the Void","desc":"If creature within 5 ft. of knight attempts to move away from it that creature: DC 13 Str save or be unable to move away from knight. If creature uses magic to move (ex: misty step or freedom of movement) it automatically succeeds."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immoveable","desc":"Can't be moved vs. its will except by magical means. In addition knight has disadvantage on Dex (Acrobatics) and Dex (Stealth) checks."},{"name":"Implosive End","desc":"When Void knight dies it collapses in on itself releasing a wave of Void energy. Creature within 5 ft. of it: 18 (4d8) force (DC 16 Dex half)."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_void-knight/"},{"slug":"wandering-haze","desc":"","name":"Wandering Haze","size":"Gargantuan","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":170,"hit_dice":"11d20+55","speed":{"walk":5,"fly":40},"strength":22,"dexterity":16,"constitution":20,"intelligence":3,"wisdom":13,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"acid","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 120' (blind beyond), passive Perception 15","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 11 (2d4+6) bludgeoning damage + 7 (2d6) acid."},{"name":"Sheath of Chaos","desc":"Wraps its cloudy form tighter around those within it. Each creature in the wandering haze's space: 27 (6d8) psychic and is disoriented until end of its next turn as its mind fills with gibbering terrors of chaos that created haze's form (DC 17 Wis half damage and not disoriented). When a disoriented creature moves it moves in a random direction."},{"name":"Acidic Cloudburst (Recharge 5-6)","desc":"Releases a deluge of acid. Each creature within 10 ft. of it: 35 (10d6) acid and speed halved 1 min (DC 17 Dex half damage and speed not reduced). A creature with halved speed can make a DC 17 Con save at the end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Acidic Fog","desc":"A creature that starts its turn in the wandering haze's space takes 7 (2d6) acid."},{"name":"Cloud Form","desc":"Can move through a space as narrow as 1 inch wide with o squeezing and can enter a hostile creature's space and vice versa. The haze's space is heavily obscured."},{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary cloud or fog bank."},{"name":"Ooze Nature","desc":"Doesn't require sleep."}],"spell_list":[],"page_no":389,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_wandering-haze/"},{"slug":"algorith-tob1-2023","desc":"False","name":"Algorith","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8 + 72","speed":{"fly":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":17,"skills":{"Athletics":9,"Insight":7,"Investigation":5,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, lightning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Celestial, Draconic, Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Logic Razor","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage."},{"name":"Cone of Negation (Recharge 5-6)","desc":"The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don't end."},{"name":"Reality Bomb (5/Day)","desc":"The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \nAt will: bless, detect magic, dimension door, dispel magic\n1/day each: commune (as an action), wall of force"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The algorith doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The algorith is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":14,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_algorith/"},{"slug":"automatadevil-tob1-2023","desc":"False","name":"Automata Devil","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":17,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10 + 80","speed":{"walk":40},"strength":24,"dexterity":17,"constitution":20,"intelligence":11,"wisdom":14,"charisma":19,"strength_save":11,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":12,"skills":{"Athletics":11,"Intimidation":8},"damage_vulnerabilities":"False","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 12","languages":"Common, Infernal, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The automata devil makes one Bite attack, one Whip attack, and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage."},{"name":"Whip","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d4 + 7) slashing damage, and the target is grappled (escape DC 17). The automata devil has two whips, each of which can grapple only one target."},{"name":"Shredding Maw","desc":"One creature grappled by the automata devil is pulled up to 10 feet toward the devil's central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a DC 17 Strength saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one."},{"name":"Teleport","desc":"The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Fear Aura","desc":"A creature that starts its turn within 10 feet of the automata devil must succeed on a DC 17 Wisdom saving throw or become frightened until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil's Fear Aura for 24 hours."},{"name":"Magic Resistance","desc":"The automata devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":92,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_automata-devil/"},{"slug":"boneswarm-tob1-2023","desc":"False","name":"Bone Swarm","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":198,"hit_dice":"36d10","speed":{"walk":60,"fly":20},"strength":22,"dexterity":18,"constitution":10,"intelligence":9,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":16,"skills":{"Acrobatics":8,"Perception":6,"Stealth":8},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The bone swarm makes two Swirling Bones attacks. It can replace one Swirling Bones attack with one Death's Embrace attack, if available."},{"name":"Swirling Bones","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 36 (8d8) bludgeoning, piercing, or slashing damage (the bone swarm's choice), or 18 (4d8) bludgeoning, piercing, or slashing damage (the bone swarm's choice) if the swarm has half of its hp or fewer."},{"name":"Death's Embrace (Recharge 5-6)","desc":"Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: The target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained and any attack against the bone swarm has a 50 percent chance of hitting the grappled creature instead. The bone swarm can have only one creature grappled at a time. The grappled creature has advantage on ability checks made to escape the grapple when the bone swarm has half of its hp or fewer."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny human skull. The swarm can't regain hp or gain temporary hp."},{"name":"Undead Nature","desc":"The bone swarm doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":41,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_bone-swarm/"},{"slug":"fearsmith-tob1-2023","desc":"False","name":"Fear Smith","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":17,"armor_desc":"natural armor","hit_points":149,"hit_dice":"23d8 + 46","speed":{"walk":15},"strength":11,"dexterity":17,"constitution":14,"intelligence":11,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":12,"skills":{"Intimidation":8,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from attacks not made with cold iron weapons","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"blindsight 30 ft., passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) psychic damage. If the target is disoriented by Distortion Gaze, the fear smith regains hp equal to the amount of psychic damage dealt."},{"name":"Heart-Stopping Stare","desc":"The fear smith terrifies a creature within 30 feet of it with a look. The target must succeed on a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage and be stunned until the end of its next turn. The fear smith regains hp equal to the psychic damage dealt."},{"name":"Spellcasting","desc":"The fear smith casts one of the following spells, requiring no verbal or material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: detect thoughts, fear\n2/day each: charm person, command"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Distortion Gaze","desc":"Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the fear smith can force the creature to make a DC 16 Wisdom saving throw if the fear smith isn't incapacitated and can see the creature. On a failed save, the creature is disoriented until the start of its next turn. While disoriented, a creature can't take the Dash or Disengage action, and when it moves for the first time on its turn, it must succeed on a DC 16 Dexterity saving throw or fall prone."},{"name":"Hidden Eye","desc":"The fear smith has advantage on saving throws against being blinded."},{"name":"Magic Resistance","desc":"The fear smith has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":169,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_fear-smith/"},{"slug":"liosalfar-tob1-2023","desc":"False","name":"Liosalfar","size":"Large","type":"Elemental","subtype":"","group":"null","alignment":"Neutral","armor_class":17,"armor_desc":"","hit_points":132,"hit_dice":"24d10","speed":{"walk":60},"strength":10,"dexterity":25,"constitution":10,"intelligence":18,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":8,"wisdom_save":8,"charisma_save":5,"perception":18,"skills":{"Arcana":8,"Insight":8,"Perception":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic, radiant","condition_immunities":"blinded, charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"truesight 120 ft., passive Perception 18","languages":"Common, Celestial, Elvish, Giant","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn."},{"name":"Radiant Touch","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) radiant damage."},{"name":"Ray of Light","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 31 (6d8 + 4) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn."},{"name":"Mesmerizing Radiance","desc":"The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a DC 16 Wisdom saving throw or be charmed until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is incapacitated. While charmed by the liosalfar's display, a creature is also incapacitated, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a charmed creature if it takes any damage or if someone uses an action to shake the creature out of its stupor."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Darkness Hypersensitivity","desc":"The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks."},{"name":"Elemental Nature","desc":"The liosalfar doesn't require air, food, drink, or sleep."},{"name":"Inscrutable","desc":"The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the liosalfar's intentions or sincerity have disadvantage."},{"name":"Light Form","desc":"The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action."}],"spell_list":[],"page_no":256,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_liosalfar/"},{"slug":"planewatcher-tob1-2023","desc":"False","name":"Planewatcher","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"plate","hit_points":136,"hit_dice":"16d8 + 64","speed":{"walk":90,"fly":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":18,"skills":{"Athletics":8,"Insight":8,"Perception":8,"Survival":8},"damage_vulnerabilities":"False","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"truesight 120 ft., passive Perception 18","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum."},{"name":"Radiant Lasso","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 22 (4d6 + 4) radiant damage, and the target is grappled (escape DC 16) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is restrained, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it."},{"name":"Enervating Blast","desc":"Melee or Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn."},{"name":"Planar Ultimatum","desc":"The planewatcher demands one creature grappled by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a DC 17 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the geas spell for 30 days, which compels the creature to return to its home plane as soon as possible."}],"bonus_actions":[{"name":"Reel","desc":"The planewatcher pulls a creature grappled by it up to 25 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The planewatcher has advantage on saving throws against spells and other magical effects."},{"name":"Planar Sense","desc":"The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it."},{"name":"Plane Bound","desc":"The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave."},{"name":"Word-Bound","desc":"The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the banishment spell as a bonus action (spell save DC 17) on that creature."}],"spell_list":[],"page_no":293,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_planewatcher/"},{"slug":"rubezahl-tob1-2023","desc":"False","name":"Rubezahl","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"21d8 + 42","speed":{"walk":50},"strength":20,"dexterity":15,"constitution":14,"intelligence":11,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Deception":8,"Perception":5,"Survival":5},"damage_vulnerabilities":"False","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, thunder, poison","condition_immunities":"poisoned, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The rubezahl makes one Gore attack and two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) lightning damage."},{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target creature must succeed on a DC 16 Strength saving throw or be knocked prone."},{"name":"Thunderstrike (Recharge 5-6)","desc":"The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw. On a failure, the creature takes 36 (8d8) lightning damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The rubezahl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: disguise self, fog cloud\n3/day each: gust of wind, sleet storm\n1/day: control weather (as an action)"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Counting Compulsion","desc":"If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects again."},{"name":"False Tongue","desc":"The rubezahl has advantage on Charisma (Deception) checks. In addition, magical attempts to discern lies always report that the rubezahl's words are true, and it can't be magically forced to tell the truth."},{"name":"Magic Resistance","desc":"The rubezahl has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":87,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_rubezahl/"},{"slug":"saltgolem-tob1-2023","desc":"False","name":"Salt Golem","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10 + 55","speed":{"walk":20},"strength":20,"dexterity":9,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Athletics":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The salt golem makes two Slam attacks. If both attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 18 (4d8) necrotic damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blinding Salt Spray","desc":"When the salt golem takes damage, thousands of tiny salt crystals erupt from the golem's body, and each creature within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or be blinded until the end of its next turn."},{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Dehydrating Fists","desc":"The salt golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 necrotic damage (included in the attack)."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":218,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_salt-golem/"},{"slug":"sathaqworm-tob1-2023","desc":"False","name":"Sathaq Worm","size":"Huge","type":"Elemental","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d12 + 65","speed":{"walk":40,"burrow":20},"strength":22,"dexterity":6,"constitution":20,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned","senses":"tremorsense 60 ft., passive Perception 15","languages":"understands Deep Speech and Terran but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the sathaq worm can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."},{"name":"Swallow","desc":"The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worm (including the worm's Agonizing Aura), and takes 10 (3d6) piercing damage and 10 (3d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Agonizing Aura","desc":"The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw."},{"name":"Earth Glide","desc":"The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn't disturb the material it moves through."},{"name":"Earthen Camouflage","desc":"The sathaq worm has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or rocky terrain."},{"name":"Siege Monster","desc":"The sathaq worm deals double damage to objects and structures."}],"spell_list":[],"page_no":317,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sathaq-worm/"},{"slug":"aboleth","desc":"","name":"Aboleth","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d10+36","speed":{"walk":10,"swim":40},"strength":21,"dexterity":9,"constitution":15,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":10,"skills":{"history":12,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 20","languages":"Deep Speech, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The aboleth makes three tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.","attack_bonus":9,"damage_dice":"2d6","damage_bonus":5},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6","damage_bonus":5},{"name":"Enslave (3/day)","desc":"The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\nWhenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The aboleth makes a Wisdom (Perception) check."},{"name":"Tail Swipe","desc":"The aboleth makes one tail attack."},{"name":"Psychic Drain (Costs 2 Actions)","desc":"One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."}],"special_abilities":[{"name":"Amphibious","desc":"The aboleth can breathe air and water."},{"name":"Mucous Cloud","desc":"While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater."},{"name":"Probing Telepathy","desc":"If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature."}],"spell_list":[],"page_no":261,"environments":["Underdark","Sewer","Caverns","Plane Of Water","Water"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/aboleth.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_aboleth/"},{"slug":"deva","desc":"","name":"Deva","size":"Medium","type":"Celestial","subtype":"","group":"Angels","alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 120 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.","attack_bonus":8,"damage_dice":"1d6+4d8","damage_bonus":4},{"name":"Healing Touch (3/Day)","desc":"The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness."},{"name":"Change Shape","desc":"The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Innate Spellcasting","desc":"The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead"},{"name":"Magic Resistance","desc":"The deva has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/commune/?format=json","https://api-beta.open5e.com/v2/spells/raise-dead/?format=json"],"page_no":261,"environments":["Temple","Astral Plane"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_deva/"},{"slug":"guardian-naga","desc":"","name":"Guardian Naga","size":"Large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40},"strength":19,"dexterity":18,"constitution":16,"intelligence":16,"wisdom":19,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":7,"wisdom_save":8,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Celestial, Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"1d8","damage_bonus":4},{"name":"Spit Poison","desc":"Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"10d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning."},{"name":"Spellcasting","desc":"The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:\n\n* Cantrips (at will): mending, sacred flame, thaumaturgy\n* 1st level (4 slots): command, cure wounds, shield of faith\n* 2nd level (3 slots): calm emotions, hold person\n* 3rd level (3 slots): bestow curse, clairvoyance\n* 4th level (3 slots): banishment, freedom of movement\n* 5th level (2 slots): flame strike, geas\n* 6th level (1 slot): true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/mending/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/bestow-curse/?format=json","https://api-beta.open5e.com/v2/spells/clairvoyance/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/geas/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":336,"environments":["Temple","Desert","Astral Plane","Mountains","Forest","Ruin","Jungle","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_guardian-naga/"},{"slug":"stone-golem","desc":"","name":"Stone Golem","size":"Large","type":"Construct","subtype":"","group":"Golems","alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":9,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d8","damage_bonus":6},{"name":"Slow (Recharge 5-6)","desc":"The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":317,"environments":["Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stone-golem/"},{"slug":"young-gold-dragon","desc":"","name":"Young Gold Dragon","size":"Large","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"fly":80,"swim":40},"strength":23,"dexterity":14,"constitution":21,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":9,"skills":{"insight":5,"perception":9,"persuasion":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":300,"environments":["Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-gold-dragon/"},{"slug":"young-red-dragon","desc":"","name":"Young Red Dragon","size":"Large","type":"Dragon","subtype":"","group":"Red Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"climb":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"perception":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+1d6","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"16d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":288,"environments":["Hill","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-red-dragon/"},{"slug":"chameleon-hydra","desc":"A large chameleon pokes its head below the canopy. Soon, four other identical heads peek below the treetops. A massive body accompanies the heads, revealing they all belong to one creature. The creature’s odd feet and long, curled tail transport it from tree to tree with ease, and its sticky tongues allow it to slurp up prey on the forest floor as it passes._  \nThe chameleon hydra thrives in thick, wooded areas where it makes nests in the canopies of large trees. It feasts on prey both above and below the canopy, using its sticky tongues to snatch unsuspecting prey.  \n**Apex Ambush Predators.** Chameleon hydras have scales that react to light and allow the hydras to blend in with their surroundings. They are extremely patient, waiting until the most opportune time to strike from a safe vantage point. Chameleon hydras primarily eat birds and giant insects, but they are known to dine on unwary travelers if other prey is scarce.  \n**Curious and Colorful.** Study of juvenile chameleon hydras shows they have inquisitive minds and that they alternate their scales in colorful patterns when near others of their kind. Scholars believe they use these color changes as a rudimentary form of communication.","name":"Chameleon Hydra","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"climb":40,"walk":20},"strength":20,"dexterity":16,"constitution":20,"intelligence":4,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"perception":8,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The chameleon hydra makes as many bite attacks as it has heads. It can use its Sticky Tongue or Reel in place of a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":9,"damage_dice":"1d10+5"},{"name":"Sticky Tongue","desc":"Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hydra can't use the same sticky tongue on another target."},{"name":"Reel","desc":"The hydra pulls a creature grappled by it up to 25 feet straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Multiple Heads","desc":"The chameleon hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the chameleon hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chameleon hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."},{"name":"Superior Camouflage","desc":"While the chameleon hydra remains motionless, it has advantage on Dexterity (Stealth) checks made to hide. In addition, the chameleon hydra can hide even while a creature can see it."},{"name":"Wakeful","desc":"While the chameleon hydra sleeps, at least one of its heads is awake."}],"spell_list":[],"page_no":207,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chameleon-hydra/"},{"slug":"collais","desc":"The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place._  \n**Summoned Protector.** If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours.","name":"Colláis","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d10+40","speed":{"walk":40},"strength":19,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":17,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":7,"skills":{"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 120 ft., passive Perception 17","languages":"understands Common and Sylvan but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The colláis makes one gore attack and two hooves attacks."},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":8,"damage_dice":"2d10+4"},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Cry of the Forest","desc":"The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the colláis's Cry of the Forest for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis's choice."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Impale and Toss","desc":"When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone."},{"name":"Magic Resistance","desc":"The colláis has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_collais/"},{"slug":"conjoined-queen","desc":"The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike._  \n**Born in Chaos.** The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged.  \n**Rulers of the Many-Legged.** A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs.  \n**Hungry for Power.** The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.","name":"Conjoined Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"burrow":20,"climb":30,"walk":40},"strength":18,"dexterity":16,"constitution":21,"intelligence":13,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The conjoined queen makes two slam attacks and one sting attack."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage.","attack_bonus":8,"damage_dice":"1d10+4"},{"name":"Queen's Wrathful Clattering (1/Day)","desc":"The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The conjoined queen has advantage on saving throws against spells and other magical effects."},{"name":"Pheromones","desc":"A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed, the creature drops anything it is holding and is stunned. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen's Pheromones for the next 24 hours."},{"name":"Tunneler","desc":"The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake."},{"name":"Spellcasting","desc":"The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:\nCantrips (at will): acid splash, mage hand, prestidigitation, ray of frost\n1st Level (4 slots): burning hands, magic missile, shield, thunderwave\n2nd Level (3 slots): detect thoughts, misty step, web\n3rd Level (3 slots): clairvoyance, counterspell, haste\n4th Level (3 slots): banishment, confusion\n5th Level (1 slot): insect plague"}],"spell_list":[],"page_no":70,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_conjoined-queen/"},{"slug":"dragonflesh-golem","desc":"A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._  \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons.  \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need.  \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice.  \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.","name":"Dragonflesh Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":30},"strength":22,"dexterity":7,"constitution":20,"intelligence":3,"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":"acid, cold, fire, lightning, poison","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Terror Stare","desc":"The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Terror Stare for the next 24 hours."},{"name":"Elemental Breath (Recharge 5-6)","desc":"The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":180,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_dragonflesh-golem/"},{"slug":"fabricator","desc":"A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._  \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary.  \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper.  \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.","name":"Fabricator","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"climb":15,"walk":30,"swim":15},"strength":18,"dexterity":7,"constitution":20,"intelligence":15,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"force, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 16","languages":"understands Common, Deep Speech, and Draconic but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The fabricator makes two disassembling slam attacks."},{"name":"Disassembling Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.","attack_bonus":8,"damage_dice":"2d10+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assemble","desc":"With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials."},{"name":"Dismantling Form","desc":"A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active."}],"spell_list":[],"page_no":138,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_fabricator/"},{"slug":"kelp-eel","desc":"A thick, snakelike creature made of thousands of blades of kelp rises above the water’s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey._  \nKelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect.  \n**Serpents of the Shallows.** Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest.  \n**Mariners’ Nightmares.** The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels.  \n**Deep Hunters.** While kelp eels live and breed in shallower waters, it isn’t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.","name":"Kelp Eel","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d12+60","speed":{"walk":10,"swim":50},"strength":18,"dexterity":14,"constitution":19,"intelligence":3,"wisdom":15,"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":"acid, bludgeoning, piercing","damage_immunities":"","condition_immunities":"blinded, deafened, unconscious","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 12","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The kelp eel makes two attacks with its kelp tendrils, uses Reel, and makes two attacks with its slam."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) bludgeoning damage.","attack_bonus":8,"damage_dice":"6d8+4"},{"name":"Kelp Tendril","desc":"Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the kelp eel can't use the same kelp tendril on another target. In addition, at the start of the target's next turn, it begins to suffocate as the eel's grip crushes the breath out of it."},{"name":"Reel","desc":"The kelp eel pulls each creature grappled by it up to 25 feet straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disperse","desc":"When the kelp eel is reduced to 0 hp, it disperses into its component kelp in a 30-foot cube. The area is difficult terrain for 1 hour. At the end of that hour, the kelp eel reforms, regaining half its hp and becoming active again. If more than half the kelp that comprises the dispersed kelp eel is removed from the water and dried, it can't reform and the creature is destroyed."},{"name":"False Appearance","desc":"While the kelp eel remains motionless, it is indistinguishable from ordinary kelp."}],"spell_list":[],"page_no":227,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_kelp-eel/"},{"slug":"luck-leech","desc":"The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._  \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets.  \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others.  \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.","name":"Luck Leech","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"studded leather","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30},"strength":14,"dexterity":21,"constitution":16,"intelligence":17,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"deception":8,"perception":6,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Sylvan, Umbral","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The luck leech makes two biting arm attacks."},{"name":"Biting Arms","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Feast of Fortune (Recharge 6)","desc":"Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Leech Luck","desc":"If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time."},{"name":"Reserve of Fortune","desc":"If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points."},{"name":"Turn Luck","desc":"As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure."}],"spell_list":[],"page_no":241,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_luck-leech/"},{"slug":"major-malleable","desc":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","name":"Major Malleable","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":218,"hit_dice":"23d12+69","speed":{"walk":40,"climb":40},"strength":22,"dexterity":8,"constitution":17,"intelligence":19,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"blinded, prone","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 13","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The malleable makes three flesh tendril attacks."},{"name":"Flesh Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).","attack_bonus":10,"damage_dice":"4d6+6"},{"name":"Psychic Drain","desc":"One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."},{"name":"Join Malleables","desc":"As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it."},{"name":"Separate Malleables","desc":"The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable."}],"bonus_actions":null,"reactions":[{"name":"Sudden Separation","desc":"When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Absorb Malleable","desc":"As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."},{"name":"Amorphous","desc":"The malleable can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Controlled Mutability","desc":"Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."},{"name":"Psychic Absorption","desc":"Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Spider Climb","desc":"The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":254,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_major-malleable/"},{"slug":"nyctli-swarm","desc":"A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers._  \n**Lurking Terrors.** Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom.  \n**Hag-Born Horrors.** The first nyctli were born from the boils of Open Game License","name":"Nyctli Swarm","size":"Large","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":110,"hit_dice":"20d10","speed":{"fly":40,"hover":true,"walk":10},"strength":10,"dexterity":18,"constitution":10,"intelligence":6,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Stingers","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"6d6"},{"name":"Douse Light","desc":"As the nyctli, except the swarm can't dispel light created by a spell of 6th level or higher."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny nyctli. The swarm can't regain hp or gain temporary hp."},{"name":"Innate Spellcasting (1/Day)","desc":"The nyctli swarm can innately cast fear, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":271,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_nyctli-swarm/"},{"slug":"peat-mammoth","desc":"This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground._  \n**Elephantine Plant Mound.** The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass.  \n**Spirit-infused.** Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it.  \n**Swamp Gas Hazard.** The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.","name":"Peat Mammoth","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":30},"strength":24,"dexterity":6,"constitution":21,"intelligence":1,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"fire, necrotic","damage_immunities":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 9","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The peat mammoth makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Engulf","desc":"The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the mammoth enters a creature's space, the creature must make a DC 17 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mammoth enters the creature's space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (5d8) necrotic damage at the start of each of the mammoth's turns. When the mammoth moves, engulfed creatures move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Slow Burn","desc":"When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth's saturated body douses the fire at the end of the peat mammoth's turn. Creatures engulfed by the mammoth don't take fire damage from this effect.\n\nIf the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw."},{"name":"Swamp Camouflage","desc":"The peat mammoth has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":293,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_peat-mammoth/"},{"slug":"runeswarm","desc":"A cloud of inky runes churns as some of the markings illuminate briefly._  \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings.  \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.","name":"Runeswarm","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":null,"hit_points":150,"hit_dice":"20d10+40","speed":{"walk":0,"fly":60},"strength":3,"dexterity":20,"constitution":15,"intelligence":2,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The runeswarm can use Runecast. It then makes two cutting runes attacks."},{"name":"Cutting Runes","desc":"Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.","attack_bonus":11,"damage_dice":"6d4"},{"name":"Runecast","desc":"The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The runeswarm has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":310,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_runeswarm/"},{"slug":"spawn-of-hriggala","desc":"The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions._  \nThe spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone.  \n**Called by Ritual.** Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter.  \n**Underworld Tunnelers.** The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld.  \n**Hungry Demon Nature.** The spawn of Hriggala requires no air or sleep.","name":"Spawn of Hriggala","size":"Huge","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"burrow":30,"walk":40},"strength":25,"dexterity":7,"constitution":21,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., tremorsense 60 ft., passive Perception 9","languages":"Common, Darakhul, Void Speech","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spawn can't bite another target.","attack_bonus":11,"damage_dice":"3d8+7"},{"name":"Tendrils","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way.","attack_bonus":11,"damage_dice":"3d6+7"},{"name":"Escape the Material","desc":"The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can't have more than one portal open at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The spawn has advantage on saving throws against spells and other magical effects."},{"name":"Tunneler","desc":"The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."}],"spell_list":[],"page_no":89,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_spawn-of-hriggala/"},{"slug":"tormented-qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Tormented Qiqirn","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"3d6+5"},{"name":"Spiteful Howl","desc":"The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."},{"name":"Unnerving Whispers (Recharge 5-6)","desc":"The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Protective Spirits","desc":"When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Pain","desc":"At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll."},{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tormented-qiqirn/"},{"slug":"young-blue-dragon-zombie","desc":"","name":"Young Blue Dragon Zombie","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30,"fly":70,"burrow":10},"strength":21,"dexterity":6,"constitution":19,"intelligence":3,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":2,"constitution_save":8,"intelligence_save":null,"wisdom_save":3,"charisma_save":1,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison","condition_immunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 9","languages":"understands the languages it knew in life but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon zombie makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) necrotic damage.","attack_bonus":9,"damage_dice":"2d10+5"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Rotting Breath (Recharge 5-6)","desc":"The dragon zombie exhales rotting breath in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, and it rises as a zombie and acts immediately after the dragon zombie in the initiative count. The new zombie is under the control of the creature controlling the dragon zombie."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude","desc":"If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead."}],"spell_list":[],"page_no":180,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_young-blue-dragon-zombie/"},{"slug":"cikavak","desc":"_The cikavak is a remarkably ugly magical bird—a supernatural creature conjured through a lengthy ritual. A dark gray comb flops atop their heads and shapeless wattles dangle from their throats. They seem unimposing._  \n**Dagger Beaks.** Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids—or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don’t speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds.  \n**Potion Pouches.** Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury.  \nThieves make use of this ability, directing the birds to siphon up liquids and thus steal honey from neighbors’ beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians’ towers, alchemists’ shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. They carry these stolen fluids back to their owner in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best.  \n**Folk Conjuration.** To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and requires a successful DC 15 Intelligence (Arcana) check to succeed. (The material components can be used multiple times, until the ritual succeeds). The hen’s egg must then be carried and kept warm for 40 days. During this time, the ritual caster must not bathe or be subject to any spell effects. Usable only by non-casters, the ritual’s feeble magic is immediately dispelled if the cikavak’s master uses any other sort of spell or spell-like ability.","name":"Cikavak","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"","hit_points":17,"hit_dice":"7d4","speed":{"walk":10,"fly":40},"strength":4,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"acid, fire, poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common; telepathy (touch)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: speak with animals\n\n1/day: silence"}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cikavak/"},{"slug":"shroud","desc":"_Shrouds appear much like they did in life, only translucent and immaterial. Their voices are weak._  \n**Bitter Spirits.** Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light.  \n**Thin Outlines.** Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type.  \n**Repetitive Speech.** Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life.  \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.","name":"Shroud","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":9,"hit_dice":"2d8","speed":{"hover":true,"walk":0,"fly":30},"strength":4,"dexterity":13,"constitution":10,"intelligence":2,"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":{"stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Strength Drain","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shroud can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Shadow Evolution","desc":"Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities."},{"name":"Shroud Stealth","desc":"When in dim light or darkness, the shroud can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":348,"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_shroud/"},{"slug":"stryx","desc":"_Stryx are the result of mad experiments deep within the plane of Shadows. They resemble owls and can pass as normal birds as long as they don’t speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryx range in color from pale gray to sooty black, with gleaming eyes._  \n**Strange Alchemy.** The stryx are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans.  \n**The Shadow’s Eyes.** Stryx thrive in the plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator.","name":"Stryx","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":10,"hit_dice":"4d4","speed":{"walk":10,"fly":60},"strength":3,"dexterity":17,"constitution":11,"intelligence":8,"wisdom":15,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Elvish","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","attack_bonus":5,"damage_dice":"1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl."},{"name":"Flyby","desc":"The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Innate Spellcasting","desc":"the stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:\n\n3/day: comprehend languages"},{"name":"Keen Hearing and Sight","desc":"The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":369,"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_stryx/"},{"slug":"wharfling","desc":"_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.","name":"Wharfling","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":6,"hit_dice":"4d4 - 4","speed":{"walk":30,"climb":30,"swim":20},"strength":4,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Pilfer","desc":"A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":407,"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_wharfling/"},{"slug":"baboon_bf","desc":"","name":"Baboon","size":"small","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":11,"armor_desc":null,"hit_points":10,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":8,"dexterity":12,"constitution":10,"intelligence":4,"wisdom":12,"charisma":6,"strength_save":-1,"dexterity_save":1,"constitution_save":0,"intelligence_save":-3,"wisdom_save":1,"charisma_save":-2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft.","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one creature. _Hit:_ 3 (1d4+1) piercing damage."}],"bonus_actions":[],"reactions":[{"name":"Startling Display","desc":"When a creature the baboon can see attacks it while within 5 feet of it, the baboon can bare its teeth, puff its chest, or emit a quick series of barks. The attacker must succeed on a DC 11 WIS save or have disadvantage on the attack roll."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Pack Tactics","desc":"The baboon has advantage on attack rolls against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_baboon/"},{"slug":"bandit_bf","desc":"","name":"Bandit","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":12,"armor_desc":"leather armor","hit_points":9,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":0,"dexterity_save":1,"constitution_save":1,"intelligence_save":0,"wisdom_save":0,"charisma_save":0,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Scimitar","desc":"_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6+1) slashing damage."},{"name":"Light Crossbow","desc":"_Ranged Weapon Attack:_ +3 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d8+1) piercing damage."}],"bonus_actions":[{"name":"Steal Item","desc":"The bandit steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC 11 DEX save or lose one object it is wearing or carrying of the bandit's choice. The object must weigh no more than 10 pounds, can't be a weapon, and can't be wrapped around or firmly attached to the target, such as a shirt or armor."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Opportunist","desc":"The bandit has advantage on opportunity attacks."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_bandit/"},{"slug":"camel_bf","desc":"","name":"Camel","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":10,"armor_desc":null,"hit_points":10,"hit_dice":"","speed":{"walk":50},"strength":14,"dexterity":10,"constitution":14,"intelligence":2,"wisdom":8,"charisma":4,"strength_save":2,"dexterity_save":0,"constitution_save":2,"intelligence_save":-4,"wisdom_save":-1,"charisma_save":-3,"perception":9,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Camel Resilience","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 4 (1d4+2) bludgeoning damage."},{"name":"Bile Spit","desc":"_Ranged Weapon Attack:_ +2 to hit, range 20/60 ft., one creature. _Hit:_ 2 (1d4) acid damage, and the target must succeed on a DC 12 CON save or be smelly for 1 hour or until a creature spends 1 minute cleaning off the spit. A smelly creature has disadvantage on CHA checks."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Camel Resilience","desc":"The camel is resistant to exhaustion, and it requires only half the amount of water that a typical Beast of its size needs."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_camel/"},{"slug":"cultist_bf","desc":"","name":"Cultist","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":13,"armor_desc":"studded leather","hit_points":9,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":0,"dexterity_save":1,"constitution_save":1,"intelligence_save":0,"wisdom_save":1,"charisma_save":2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Dark Devotion","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Sacrificial Dagger","desc":"_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4+1) slashing damage. If the target is paralyzed, prone, stunned, or unconscious, it takes an extra 2 (1d4) slashing damage."}],"bonus_actions":[],"reactions":[{"name":"For the Cause!","desc":"When a friendly creature the cultist can see within 5 feet of it is hit by an attack that would reduce that creature to 0 HP, the cultist can leap in front of the attack, taking the damage instead."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Dark Devotion","desc":"The cultist is resistant to the charmed and frightened conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_cultist/"},{"slug":"guard_bf","desc":"","name":"Guard","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":14,"armor_desc":"chain shirt","hit_points":8,"hit_dice":"","speed":{"walk":30},"strength":12,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":1,"dexterity_save":1,"constitution_save":1,"intelligence_save":0,"wisdom_save":1,"charisma_save":0,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Spear","desc":"_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":[],"reactions":[{"name":"Protector's Parry","desc":"When a friendly creature the guard can see within 5 feet of it is the target of an attack, the guard can interpose its weapon between the creature and the attacker. The friendly creature adds 2 to its AC against that attack. To use this reaction, the guard must be able to see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_guard/"},{"slug":"hawk_blood_bf","desc":"","name":"Hawk, Blood","size":"small","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":null,"hit_points":8,"hit_dice":"","speed":{"walk":10,"fly":60},"strength":6,"dexterity":14,"constitution":10,"intelligence":2,"wisdom":14,"charisma":4,"strength_save":-2,"dexterity_save":2,"constitution_save":0,"intelligence_save":-4,"wisdom_save":2,"charisma_save":-3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Beak","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) piercing damage."}],"bonus_actions":[{"name":"Evasive Flight","desc":"The hawk takes the Disengage or Dodge action. It can use this bonus action only while flying."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Sight","desc":"The hawk's Perception is 19 when perceiving by sight."},{"name":"Pack Tactics","desc":"The hawk has advantage on attack rolls against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hawk-blood/"},{"slug":"kobold_bf","desc":"","name":"Kobold","size":"small","type":"Humanoid","subtype":"","group":"Kobolds","alignment":"","armor_class":12,"armor_desc":null,"hit_points":9,"hit_dice":"","speed":{"walk":30},"strength":6,"dexterity":18,"constitution":8,"intelligence":8,"wisdom":6,"charisma":8,"strength_save":-2,"dexterity_save":4,"constitution_save":-1,"intelligence_save":-1,"wisdom_save":-2,"charisma_save":-1,"perception":8,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,Draconic","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Dagger","desc":"_Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 4 (1d4+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":[{"name":"Scurry","desc":"The kobold moves up to 15 feet without provoking opportunity attacks. If the kobold is aware of traps in the area, the kobold can choose if this movement triggers any of them."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Pack Tactics","desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls, and its Perception is 3 when perceiving by sight."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_kobold/"},{"slug":"lantern_hagfish_bf","desc":"","name":"Lantern Hagfish","size":"small","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":null,"hit_points":9,"hit_dice":"","speed":{"walk":15,"swim":30},"strength":2,"dexterity":12,"constitution":10,"intelligence":2,"wisdom":10,"charisma":1,"strength_save":-4,"dexterity_save":1,"constitution_save":0,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-5,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold,grappled,prone,restrained,Aberrant Resilience","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4+1) piercing damage. If the target is a prone creature that isn't a Construct or Undead, the hagfish can burrow into the creature's flesh. While burrowed into a creature, the hagfish can't attack, and at the start of each of the hagfish's turns, the target loses 3 (1d4+1) HP as the hagfish consumes it from the inside. The burrowed hagfish moves with the target whenever the target moves, requiring none of the hagfish's movement. It can detach itself by spending 5 feet of its movement on its turn. It does so after it consumes 6 HP worth of flesh from the target or the target dies. A creature, including the target, can take its action to extract the burrowed hagfish by succeeding on a DC 11 WIS (Medicine) check."}],"bonus_actions":[{"name":"Slime Slide","desc":"While on a solid surface, the lantern hagfish slides up to 15 feet in a straight line and can move through the space of any creature without provoking opportunity attacks. Each space on that surface along that line is coated in slime until the start of the hagfish's next turn. Each creature in that line, and any creature that enters a slime-coated space for the first time on a turn must succeed on a DC 11 DEX save or fall prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aberrant Resilience","desc":"The lantern hagfish is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."},{"name":"Bioluminescent Slime","desc":"The lantern hagfish sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The hagfish can alter the radius as a bonus action. In addition, the hagfish has advantage on attack rolls against a creature if at least one other hagfish is within 5 feet of the creature and that other hagfish isn't incapacitated."},{"name":"Void Dweller","desc":"The lantern hagfish doesn't require air or sleep, and it is immune to the effects of Void terrain. In addition, it can swim through the Void as if through water."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_lantern-hagfish/"},{"slug":"mastiff_bf","desc":"","name":"Mastiff","size":"medium","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":null,"hit_points":9,"hit_dice":"","speed":{"walk":40},"strength":12,"dexterity":14,"constitution":12,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":1,"dexterity_save":2,"constitution_save":1,"intelligence_save":-4,"wisdom_save":1,"charisma_save":-2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 12 STR save or be knocked prone. 364"}],"bonus_actions":[],"reactions":[{"name":"Protect Friend","desc":"When a friendly Humanoid the mastiff can see is hit by an attack from a creature within 5 feet of the mastiff, the mastiff can make one Bite attack against that attacking creature."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Hearing and Smell","desc":"The mastiff's Perception is 16 when perceiving by hearing or smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_mastiff/"}]}