{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=43","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=41","results":[{"slug":"sea-serpent-a5e","desc":"","name":"Sea Serpent","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":247,"hit_dice":"15d20+90","speed":{"walk":10,"swim":50},"strength":28,"dexterity":10,"constitution":22,"intelligence":4,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":2,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"","challenge_rating":"16","cr":16.0,"actions":[{"name":"Coils","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one Large or larger target in its space. Hit: 51 (4d20 + 9) bludgeoning damage. If the target is a creature  it is grappled (escape DC 22). If the target is an object  it is held. Until the grapple or hold ends  the targets speed is reduced to 0  and the sea serpents coils attack automatically hits the target. If an attacker subjects the serpent to a critical hit  this grapple or hold ends."},{"name":"Tail","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. If the target is a creature  it makes a DC 22 Strength saving throw. On a failure  it is pushed up to 15 feet away from the serpent and knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage."},{"name":"Thrash (While Bloodied)","desc":"The serpent moves up to its speed and then attacks with its tail and its bite."},{"name":"Recover (1/Day, While Bloodied)","desc":"The serpent ends one condition or effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Reactive Bite","desc":"If the serpent takes 15 damage or more from a melee attack made by a creature it can see, it bites the attacker."},{"name":"Reactive Tail","desc":"If the serpent takes 15 damage or more from an attack made by a creature or object it can see, it makes a tail attack against the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The serpent can breathe air and water."},{"name":"Reactive","desc":"The serpent can take two reactions per round, one with its tail and one with its bite. It can't take two reactions on the same turn."},{"name":"Sinuous","desc":"The serpent can share the space of other creatures and objects."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sea-serpent/"},{"slug":"thunderbird-a5e","desc":"","name":"Thunderbird","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":30,"fly":80},"strength":18,"dexterity":14,"constitution":18,"intelligence":2,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The griffon attacks once with its beak and once with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage  or 11 (2d6 + 4) slashing damage if the griffon started its turn at least 20 feet above the target  and the target is grappled (escape DC 14). Until this grapple ends  the griffon can't attack a different target with its talons."},{"name":"Lightning Strike (Recharge 6)","desc":"The thunderbird exhales a blast of lightning at one target within 60 feet. The target makes a DC 12 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half the damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The griffon has advantage on Perception checks that rely on sight."},{"name":"Storm Sight","desc":"A thunderbirds vision is not limited by weather."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_thunderbird/"},{"slug":"troll-a5e","desc":"","name":"Troll","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":84,"hit_dice":"8d10+40","speed":{"walk":40},"strength":18,"dexterity":12,"constitution":20,"intelligence":8,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The troll attacks with its bite and twice with its claw."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The troll has advantage on Perception checks that rely on smell."},{"name":"Regeneration","desc":"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesnt function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesnt regenerate."},{"name":"Severed Limbs","desc":"If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the trolls Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:"},{"name":"1-4: Arm","desc":"If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack."},{"name":"5-6: Head","desc":"If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack."}],"spell_list":[],"page_no":412,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_troll/"},{"slug":"winter-wolf-a5e","desc":"","name":"Winter Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":67,"hit_dice":"9d10+18","speed":{"walk":50},"strength":18,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 13","languages":"Common, Giant, Winter Wolf","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a creature  it makes a DC 14 Strength saving throw  falling prone on a failure."},{"name":"Cold Breath (Recharge 5-6)","desc":"The wolf exhales frost in a 15-foot cone. Each creature in the area makes a DC 12 Dexterity saving throw  taking 18 (4d8) cold damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Perception checks that rely on hearing and smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on attack rolls against a creature if at least one of the wolfs allies is within 5 feet of the creature and not incapacitated."},{"name":"Camouflage","desc":"The wolf has advantage on Stealth checks made to hide in snow."}],"spell_list":[],"page_no":463,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_winter-wolf/"},{"slug":"worg-a5e","desc":"","name":"Worg","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"4d10","speed":{"walk":50},"strength":14,"dexterity":12,"constitution":10,"intelligence":6,"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":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Goblin, Worg","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. If the target is a creature  it makes a DC 13 Strength saving throw  falling prone on a failure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The worg has advantage on Perception checks that rely on hearing and smell."}],"spell_list":[],"page_no":463,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_worg/"},{"slug":"yobbo-a5e","desc":"","name":"Yobbo","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":11,"hit_dice":"3d6","speed":{"walk":30},"strength":8,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6,"arcana":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"1","cr":1.0,"actions":[{"name":"Mangler","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 2) slashing damage. A natural 20 scored with thisweapon mangles the targets hand rendering it useless until the targets next long rest. A natural 1 scored with thisweapon does the same  but to the yobbo."},{"name":"Spike ball","desc":"Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Eater","desc":"Yobbos figure all magic works the sameway that magic potions do. As such, they devour spellcomponents, spell scrolls, and magical trinketsalikewhen they are made aware of them. Yobbos instinctivelyknow which creatures have magic items onthem. When they successfully grab a creature, theyuse their next action to take that creatures nearestmagic item and then stuff it down their throats. Ifit is a weapon, it deals damage to them as if theydbeen hit by that weapon. If its a piece of armor, theirmouths stretch to fit around it. They are now imbuedwith the powers of the devoured magic item."},{"name":"Explosive Death","desc":"When a yobbo is reduced to 0 hitpoints, its body explodes and releases a random1st-level spell. This spell targets the creature nearestto the yobbos corpse."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_yobbo/"},{"slug":"ala","desc":"_Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind._  \n**Daughters of the Whirlwind.** Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful stormwind.  \nAlas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel hail or thunderstorms spawn around them.  \n**Enormous Appetites.**The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory tribes of savage humanoids may beg an ala’s favor (or divert its wrath) with gifts of bound captives.  \n**Energized by Storms.** In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead, because such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning.","name":"Ala","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d8+60","speed":{"walk":30,"fly":40},"strength":20,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"athletics":8,"perception":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison, thunder","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The ala makes two claw attacks or one claw and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.","attack_bonus":8,"damage_dice":"1d10"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Lightning's Kiss (Recharge 5-6)","desc":"One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Poison Flesh","desc":"The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage."},{"name":"Storm's Strength","desc":"If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage."}],"spell_list":[],"page_no":13,"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_ala/"},{"slug":"alseid","desc":"_Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs._  \n**Forest Guardians.** Alseids see the forest as an individual and a friend.They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest.  \n**Antlers Show Status.** Alseids have antlers growing from their foreheads.These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid’s antlers entirely off or just removing points is a humiliating and grave punishment.  \n**White-Tailed Wanderers.** Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes.","name":"Alseid","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"leather armor","hit_points":49,"hit_dice":"9d8+9","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"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.","attack_bonus":3,"damage_dice":"1d6"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"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_alseid/"},{"slug":"alseid-grovekeeper","desc":"","name":"Alseid Grovekeeper","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"studded leather Armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Quarterstaff","desc":"Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"the grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n\ncantrips (at will): druidcraft, guidance, produce flame, shillelagh\n\n1st (4 slots): animal friendship, cure wounds, faerie fire\n\n2nd (3 slots): animal messenger, heat metal, lesser restoration\n\n3rd (2 slots): call lightning, dispel magic"},{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"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_alseid-grovekeeper/"},{"slug":"corpse-mound","desc":"_The reeking pile of bodies and bones as large as a giant lurches forward. Corpses that tumble off it rise moments later as undead and follow the determined hill of corruption._  \n**Rise from Mass Graves.** In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form.  \n**Absorb Bodies.** A corpse mound is driven to kill by the anger and loneliness of the dead within, and to absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds.  \n**Undead Nature.** A corpse mound doesn’t require air, food, drink, or sleep.","name":"Corpse Mound","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":21,"intelligence":8,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":3,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Understands Common but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The corpse mound makes two weapon attacks or uses envelop once."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.","attack_bonus":11,"damage_dice":"2d10"},{"name":"Bone Shard","desc":"Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard.","attack_bonus":11,"damage_dice":"2d6"},{"name":"Envelop","desc":"The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Absorb the Dead","desc":"Whenever a Small or larger non-undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points."},{"name":"Noxious Aura","desc":"Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours."},{"name":"Zombie Drop","desc":"At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn."}],"spell_list":[],"page_no":69,"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_corpse-mound/"},{"slug":"dust-goblin","desc":"_A ragged creature emerges from the sand. Its spindly frame is encased in a hodge‑podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth._  \nDust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color.  \n**Rule the Wastelands.** Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders.  \n**Twisted Minds.** The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs.  \nDust goblins range from 2 to 4 feet tall, and weigh between 20 and 80 pounds.","name":"Dust Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"leather armor","hit_points":5,"hit_dice":"1d6+2","speed":{"walk":40},"strength":8,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Twisted","desc":"When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn."}],"spell_list":[],"page_no":232,"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_dust-goblin/"},{"slug":"flab-giant","desc":"_This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential, catching many foes off-guard._  \n**Great Girth.** Whether as a result of a centuriespast curse or a gradual adaptation to an easy-going existence, the flab giant (one of the shortest breeds of giant) is gigantic in width rather than height and almost comical in its simple life.  \nToo obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death, swatting away missiles, and simply putting up with the damage of melee attacks until its victims stop struggling and it gets up to see if they’re dead yet.  \n**Efficient Foragers.** Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn’t have to roam far to find enough food to sustain its bulk, so it is rarely found far from its crude lair.  \n**Knotted Skins.** Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 1,000 to 1,500 pounds.","name":"Flab Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20},"strength":20,"dexterity":6,"constitution":16,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 13","languages":"Dwarvish, Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Squatting Pin","desc":"The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Massive","desc":"A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant."}],"spell_list":[],"page_no":223,"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_flab-giant/"},{"slug":"ghostwalk-spider","desc":"","name":"Ghostwalk Spider","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":50,"climb":50},"strength":15,"dexterity":20,"constitution":17,"intelligence":9,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 16","languages":"understands Undercommon but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).","attack_bonus":9,"damage_dice":"2d10"},{"name":"Ghostly Snare (During Ghostwalk Only, Recharge 5-6)","desc":"Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ghostwalk","desc":"As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies"},{"name":"Incorporeal Movement (During Ghostwalk Only)","desc":"The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":361,"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_ghostwalk-spider/"},{"slug":"goat-man","desc":"_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Trollkin, but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Headbutt","desc":"If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."}],"spell_list":[],"page_no":231,"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_goat-man/"},{"slug":"isonade","desc":"_The isonade’s gargantuan thrashing tail is lined with cruelly hooked barbs, and it delights in destruction. When it approaches a coastal village, its tail shoots high into the air from beneath the waves, and it smashes all ships, docks, and nets in its path._  \n**Coastal Destroyer.** The isonade is a beast of destruction, sweeping away entire islands and villages. It wrecks seaside communities with battering winds and carves coastlines with its powerful magic. Though not very intelligent, it singles out a community and tries to lure residents into the waves with its animal messenger ability, sending gulls bearing confused riddles, grand promises, and eerie noises to the townsfolk.  \n**Ocean Sacrifices.** When coastal villagers suffered from a hurricane or tsunami, they fell back on folklore and blamed the stirrings of the dreaded isonade. To some, appeasing a leviathan such as this makes sense. Some say that a degenerate group seeks to draw the beast forth by sailing from sight of land and dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea.  \n**Enormous Age and Size.** The isonade is more than 45 feet long. The beast’s age is unknown, and many coastal bards tell some version of the legend—some believe it is the last of its kind, others believe that a small group of isonade remains.","name":"Isonade","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":222,"hit_dice":"12d20+96","speed":{"swim":100},"strength":30,"dexterity":14,"constitution":26,"intelligence":6,"wisdom":18,"charisma":8,"strength_save":14,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"athletics":14,"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"ability damage/drain","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 18","languages":"understands Aquan and Elvish, but cannot speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The isonade makes one tail slap attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12 + 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).","attack_bonus":14,"damage_dice":"5d12+10"},{"name":"Tail Slap","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.","attack_bonus":14,"damage_dice":"6d6"},{"name":"Breach","desc":"The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack."},{"name":"Swallow Whole","desc":"When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Atmospheric Immunity","desc":"The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth."},{"name":"Magic Resistance","desc":"The isonade has advantage on saving throws against spells and other magical effects."},{"name":"Water Breathing","desc":"The isonade can breathe only underwater."},{"name":"Innate Spellcasting","desc":"the isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: animal messenger\n\n3/day each: control water, earthquake\n\n1/day each: control weather, storm of vengeance, tsunami"}],"spell_list":[],"page_no":257,"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_isonade/"},{"slug":"kobold-alchemist","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake._  \nKobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.  \n_**Dangerous Assets.**_ Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.","name":"Kobold Alchemist","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":15,"intelligence":16,"wisdom":9,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"medicine":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kobold makes two attacks."},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Dart","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Alchemical Protection (Recharge after a Short or Long Rest)","desc":"The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait."},{"name":"Explosive Flask (Recharge 5-6)","desc":"The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Apothecary","desc":"As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit."},{"name":"Pack Tactics","desc":"The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kobold-alchemist/"},{"slug":"kobold-trapsmith","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs and twine. Impossibly large eyes blink through the lenses of its goggles._  \nSome kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don’t meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.  \n_**Shifting Peril.**_ Trapsmiths aren’t warriors; they avoid direct confrontation with enemies that aren’t mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape.  \nA trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they’ve already cleared and believe to be safe, then luring them back through its handiwork.","name":"Kobold Trapsmith","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"leather","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Shredder (Recharge 6)","desc":"The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage."},{"name":"Stunner (1/Day)","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Pack Tactics","desc":"The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Thief's Tools","desc":"The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes."},{"name":"Traps and Snares","desc":"The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms."},{"name":"Choke Bomb","desc":"This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind."},{"name":"Poisoned Sliver","desc":"A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw."},{"name":"Skullpopper","desc":"This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc."},{"name":"Slingsnare","desc":"A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points."}],"spell_list":[],"page_no":264,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kobold-trapsmith/"},{"slug":"lemurfolk","desc":"_This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes._  \n**Jungle Rulers.** These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items.  \n**Nocturnal Gliders.** Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard.  \n**Greyfur Elders.** Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead.  \nA typical lemurfolk stands 2 feet tall and weighs 30 lb.","name":"Lemurfolk","size":"Small","type":"Humanoid","subtype":"lemurfolk","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":14,"hit_dice":"4d6","speed":{"walk":20,"climb":10,"fly":40},"strength":10,"dexterity":15,"constitution":11,"intelligence":12,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Lemurfolk","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Kukri Dagger","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4"},{"name":"Blowgun","desc":"Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Silent Glide","desc":"The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks."},{"name":"Sneak Attack (1/Turn)","desc":"The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll."}],"spell_list":[],"page_no":271,"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_lemurfolk/"},{"slug":"library-automaton","desc":"_The humming of servos, ticking of gears, and petite discharges of steam alert you to the presence of this library’s diminutive custodian._  \nThese small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care.  \n**Eyes of the Past.** While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work.  \n**Telekinetic.** While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests.  \n**Sought by Wizards.** Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure.  \n**Constructed Nature.** A library automaton doesn’t require air, food, drink, or sleep.","name":"Library Automaton","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"natural armor","hit_points":7,"hit_dice":"2d6","speed":{"walk":30},"strength":8,"dexterity":13,"constitution":10,"intelligence":14,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"history":4,"investigation":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"blindsight 60 ft., truesight 10 ft., passive Perception 11","languages":"Common, Machine Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Gaze of Confusion","desc":"The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect."},{"name":"Bibliotelekinesis","desc":"This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Extra-Dimensional Book Repository","desc":"A small door on the chest of the library automaton opens into an extra-dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like."}],"spell_list":[],"page_no":273,"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_library-automaton/"},{"slug":"lindwurm","desc":"_Coiling like a living corkscrew, moving with a scraping hiss, a lindwurm’s serpentine form skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves._  \n**Swift and Smooth as Ice.** Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice.  \n**Sea Hunters.** In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They employ wolf-pack tactics and enjoy surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching them up with their constricting tails.","name":"Lindwurm","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":40,"swim":20},"strength":18,"dexterity":20,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":7,"dexterity_save":8,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"acrobatics":8,"athletics":8,"perception":4,"stealth":9},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"paralyzed, prone, unconscious","senses":"darkvision 60 ft., tremorsense 120 ft. on ice, passive Perception 14","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The lindwurm makes one bite attack, one claw attack, and one constrict attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"3d8"},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.","attack_bonus":7,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lindwurm Fever","desc":"A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured."},{"name":"Skittering Skater","desc":"Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell."},{"name":"Snake Belly","desc":"When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense."}],"spell_list":[],"page_no":276,"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_lindwurm/"},{"slug":"miremal","desc":"_The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears._  \nMiremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points.  \n**Unreliable Guides.** Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon.  \n**Swamp.** Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return.  \n**Hate Moss Lurkers.** Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious.","name":"Miremal","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30,"swim":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan, Umbral","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The miremal makes two attacks, one of which must be a claw attack."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Bog Spew (Recharge 5-6)","desc":"The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds."}],"bonus_actions":null,"reactions":[{"name":"Muddled Escape (1/Day)","desc":"If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The miremal can breathe air and water."},{"name":"Swamp Camouflage","desc":"The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."},{"name":"Savage Move","desc":"If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack."}],"spell_list":[],"page_no":292,"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_miremal/"},{"slug":"nkosi","desc":"_With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion._  \n**Beads and Braids.** The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment.  \n**Clawlike Blades.** In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain.  \n**Pridelords.** Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.","name":"Nkosi","size":"Medium","type":"Humanoid","subtype":"shapechanger, nkosi","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Scimitar (Nkosi Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Mambele Throwing Knife (Nkosi Form Only)","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Keen Smell","desc":"The nkosi has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hunter's Maw","desc":"If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":306,"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_nkosi/"},{"slug":"ogre-chieftain-corrupted","desc":"","name":"Ogre Chieftain, Corrupted","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"splint","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":16,"intelligence":5,"wisdom":7,"charisma":8,"strength_save":8,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":2,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 8","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The corrupted ogre chieftain makes two melee attacks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive","desc":"As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below:"},{"name":"Mutation","desc":"1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n\n2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks.\n\n3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate.\n\n4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 this ogre chieftain's Frightful Presence for the next 24 hours."}],"spell_list":[],"page_no":423,"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_ogre-chieftain-corrupted/"},{"slug":"redcap","desc":"_This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth._  \n**Blood-Soaked Caps.** Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood.  \n**Compelled to Kill.** Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing.  \n**Bandits and Mercenaries.** Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.","name":"Redcap","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":40},"strength":20,"dexterity":10,"constitution":17,"intelligence":11,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan, Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The redcap makes two pike attacks and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Pike","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clomping Boots","desc":"The redcap has disadvantage on Dexterity (Stealth) checks."},{"name":"Red Cap","desc":"The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust."},{"name":"Solid Kick","desc":"The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone."}],"spell_list":[],"page_no":325,"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_redcap/"},{"slug":"roachling-skirmisher","desc":"_The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face._  \nCombining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them.  \n_**Devious Combatants.**_ Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side.  \nThey also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools.  \n_**Deeply Paranoid.**_ Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified.  \n_**Fused Carapace.**_ Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull.  \nRoachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect.","name":"Roachling Skirmisher","size":"Small","type":"Humanoid","subtype":"roachling","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"natural armor","hit_points":7,"hit_dice":"2d6","speed":{"walk":25},"strength":10,"dexterity":14,"constitution":11,"intelligence":10,"wisdom":9,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":2,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 9","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Dart","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Resistant","desc":"The roachling skirmisher has advantage on Constitution saving throws."},{"name":"Unlovely","desc":"The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings."}],"spell_list":[],"page_no":329,"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_roachling-skirmisher/"},{"slug":"rust-drake","desc":"_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.","name":"Rust Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"burrow":5,"fly":100},"strength":20,"dexterity":15,"constitution":19,"intelligence":12,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one tail swipe attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.","attack_bonus":8,"damage_dice":"3d8"},{"name":"Tail Swipe","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Vomits Scrap (Recharge 5-6)","desc":"A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."},{"name":"Rust Drake Lockjaw","desc":"This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":155,"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_rust-drake/"},{"slug":"sandwyrm","desc":"_While they mimic the bleached bones of a desert creature, the bony adornments atop along their backs are part of their peculiar melding of bone and scale._  \n**Hidden by Sand.** These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface and only the long, jagged bones lining their backs exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the “ribs,” the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away.  \n**Torpid and Slow.** Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They’re not above eating carrion if fresh meat isn’t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prety.  \n**Peculiar Drakes.** Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal’s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.","name":"Sandwyrm","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":20,"burrow":40},"strength":20,"dexterity":12,"constitution":18,"intelligence":5,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 17","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.","attack_bonus":8,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spine Trap","desc":"When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait."}],"spell_list":[],"page_no":334,"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_sandwyrm/"},{"slug":"shadow-fey-guardian","desc":"","name":"Shadow Fey Guardian","size":"Large","type":"Humanoid","subtype":"elf","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"chain shirt","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two pike attacks."},{"name":"Pike","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Javelin","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":[{"name":"Protect","desc":"The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep"},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n1/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Shadow's Vigil","desc":"The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":171,"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_shadow-fey-guardian/"},{"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":"vine-lords-tendril-puppet","desc":"","name":"Vine Lord's Tendril Puppet","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"studded leather armor","hit_points":34,"hit_dice":"4d8+16","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":18,"intelligence":6,"wisdom":6,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Assegai","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Hurl Thorns","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.","attack_bonus":5,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Poor Vision","desc":"Tendril puppets see almost nothing beyond 30 feet away."},{"name":"Regeneration","desc":"The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain."},{"name":"Root Mind","desc":"Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised."},{"name":"Green Strider","desc":"The tendril puppet ignores movement restrictions and damage caused by natural undergrowth."},{"name":"Magic Resistance","desc":"The tendril puppet has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":403,"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_vine-lords-tendril-puppet/"},{"slug":"weaving-spider","desc":"This clockwork creature looks like a mechanical spider with long, spindly legs, including one equipped with a particularly sharp blade that’s disproportionately large for the creature’s body.  \n_**Cloth Makers.**_ These tiny but useful devices are a boon to weavers as they help produce clothing—and they also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes).  \n_**Throw Poison.**_ Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered.  \n_**Constructed Nature.**_ A clockwork weaving spider doesn’t require air, food, drink, or sleep.","name":"Weaving Spider","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":25,"hit_dice":"10d4","speed":{"walk":40,"climb":40},"strength":10,"dexterity":16,"constitution":10,"intelligence":9,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The weaving spider makes two trimming blade attacks or two needle shuttle attacks."},{"name":"Trimming Blade","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Poisoned Needle Shuttle","desc":"Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Unmaking","desc":"The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The weaving spider is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The weaving spider has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"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_weaving-spider/"},{"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":"white-ape","desc":"_This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes._  \n**Awakened by Sorcery.** White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes, raising their intelligence to near-human level so the beasts could be employed as soldiers and servants, protecting and replacing the humans who were slowly dying off. When the sorcerers died out, the apes remained.  \n**Arcane Wasting.** The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting, a disease that hastened their creators’ demise. The apes are immune to the wasting’s effects, but they can pass it to other humanoids. Among spellcasters, the wasting spreads like a plague.  \n**Driven Away.** The awakening enchantment also gave the white apes a strong desire to serve humans, but because of the risk from the disease, they are viciously driven away from settled areas. They are acutely aware of the injustice that was done to them, and generations of exile have turned their loyalty to animosity, especially toward arcane spellcasters.","name":"White Ape","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40,"climb":40},"strength":18,"dexterity":16,"constitution":18,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"acrobatics":6,"athletics":7,"intimidation":2,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ape makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).","attack_bonus":7,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Frenzy (1/Day)","desc":"When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hatred for Spellcasters","desc":"The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell."},{"name":"Arcane Wasting (Disease)","desc":"When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check."}],"spell_list":[],"page_no":408,"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_white-ape/"},{"slug":"wormhearted-suffragan","desc":"_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._  \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.  \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.  \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife.  \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.","name":"Wormhearted Suffragan","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":11,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":6,"religion":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack."},{"name":"Helminth Infestation","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead"}],"spell_list":[],"page_no":410,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wormhearted-suffragan/"},{"slug":"young-spinosaurus","desc":"_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.","name":"Young Spinosaurus","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12+40","speed":{"walk":50,"swim":30},"strength":23,"dexterity":11,"constitution":19,"intelligence":2,"wisdom":11,"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":"passive Perception 13","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spinosaurus makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.","attack_bonus":9,"damage_dice":"3d12"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":9,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tamed","desc":"The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."}],"spell_list":[],"page_no":116,"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_young-spinosaurus/"},{"slug":"zmey-headling","desc":"A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads.  \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.","name":"Zmey Headling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"swim":20},"strength":16,"dexterity":10,"constitution":1,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The zmey headline makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d12"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The zmey headling can breathe air and water."},{"name":"Regeneration","desc":"The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate."}],"spell_list":[],"page_no":417,"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_zmey-headling/"},{"slug":"alp","desc":"","name":"Alp","size":"Small","type":"Fey","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic","damage_immunities":"","condition_immunities":"charmed, exhaustion, paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan, Umbral","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and, if the target was sleeping or unconscious before it was hit, it must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. The creature must succeed on another saving throw on a following round to end the frightened condition.","name":"Sleeper's Slap"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While in dim light or darkness, the alp can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"The alp can use its action to polymorph into a Small or Tiny beast it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"While in sunlight, the alp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The alp's innate spellcasting ability is Wisdom (spell save DC 13). The alp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day each: silent image, sleep\n1/day each: bestow curse, dream","name":"Innate Spellcasting"}],"spell_list":[],"page_no":14,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alp/"},{"slug":"arcanaphage","desc":"","name":"Arcanaphage","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":30,"hover":true,"walk":0},"strength":10,"dexterity":18,"constitution":16,"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":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from magical weapons","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The arcanaphage makes two tentacle attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Tentacle"}],"bonus_actions":null,"reactions":[{"desc":"The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.","name":"Voracious"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.","name":"Arcane Discharge"},{"desc":"Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.","name":"Hunger"},{"desc":"At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.","name":"Ingest Magic"},{"desc":"The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.","name":"Magic Immunity"}],"spell_list":[],"page_no":42,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_arcanaphage/"},{"slug":"astral-snapper","desc":"","name":"Astral Snapper","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":78,"hit_dice":"12d8+24","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":1,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Deep Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.\n\nFrom the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.","name":"Astral Devour"}],"spell_list":[],"page_no":43,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_astral-snapper/"},{"slug":"black-sun-orc","desc":"","name":"Black Sun Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"hide armor","hit_points":65,"hit_dice":"10d8+20","speed":{"climb":20,"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":9,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Orc","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The orc makes two attacks with its greatclub or with its sling.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","name":"Sling"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the Black Sun orc's darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The orc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","name":"Stone Camouflage"}],"spell_list":[],"page_no":289,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_black-sun-orc/"},{"slug":"child-of-yggdrasil","desc":"","name":"Child of Yggdrasil","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"climb":20,"walk":20},"strength":16,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":18,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":3},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"acid, cold; bludgeoning from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The child of Yggdrasil makes three claw attacks.","name":"Multiattack"},{"desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron.","name":"Acid Touch"},{"desc":"The child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain.","name":"Forest Camouflage"},{"desc":"The child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"}],"spell_list":[],"page_no":61,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_child-of-yggdrasil/"},{"slug":"crypt-spider","desc":"","name":"Crypt Spider","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":38,"hit_dice":"7d8+7","speed":{"climb":30,"walk":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":1,"intimidation":1,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"Common, Undercommon","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp, the creature is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Bite"},{"desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.","name":"Web (Recharge 5-6)"},{"desc":"The crypt spider creates a swarm of spiders statistics). The crypt spider can have no more than four zombies under its control at one time.","name":"Create Zombie"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web.","name":"Cocoon Prey"},{"desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"While in contact with a web, the spider knows the exact location of any other creature in contact with that web.","name":"Web Sense"},{"desc":"The spider ignores movement restrictions caused by webbing.","name":"Web Walker"}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_crypt-spider/"},{"slug":"dark-father","desc":"","name":"Dark Father","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+18","speed":{"fly":20,"hover":true,"walk":40},"strength":6,"dexterity":14,"constitution":15,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Life Drain"},{"desc":"The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic.","name":"Final Curtain"}],"bonus_actions":null,"reactions":[{"desc":"When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell.","name":"Banish Hope"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark father has disadvantage on melee attack rolls against any creature that has all of its hp.","name":"Death Waits"},{"desc":"The dark father can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw.","name":"None May Stop Death"}],"spell_list":[],"page_no":71,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-father/"},{"slug":"devil-bough","desc":"","name":"Devil Bough","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d12+36","speed":{"walk":10},"strength":18,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"tremorsense 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The devil bough makes one claw attack and one bite attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets.","name":"Bite"}],"bonus_actions":null,"reactions":[{"desc":"When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast.","name":"Arcasynthesis"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The devil bough has advantage on attack rolls against any creature grappled by its bite attack.","name":"Grinding Maw"},{"desc":"The devil bough knows if a creature within 60 feet of it is evil-aligned or not.","name":"Like Calls to Like"}],"spell_list":[],"page_no":302,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_devil-bough/"},{"slug":"dream-squire","desc":"","name":"Dream Squire","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":2,"skills":{"athletics":4,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Umbral","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The dream squire makes two melee attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage.","name":"Mace"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"When the dream squire's master is targeted by an attack or spell, the squire magically teleports to an unoccupied space within 5 feet of the master, and the attack or spell targets the squire instead. If the attack or spell deals damage, the dream squire takes half damage from it. To use this ability, the master and squire must be on the same plane.","name":"For the Master"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dream squire has advantage on saving throws against being charmed or frightened. If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master.","name":"Bound Devotion"},{"desc":"The dream squire is bound to serve another creature as its master. The squire obeys all the master's commands, and the master can communicate telepathically with the squire as long as they are on the same plane. \n\nA dispel evil and good spell's break enchantment option that targets a dream squire forces it to make a Wisdom saving throw. On a failure, the squire's bond with its master is broken, and it returns to its true form (use human guard statistics).","name":"Master's Bond"}],"spell_list":[],"page_no":134,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dream-squire/"},{"slug":"fang-of-the-great-wolf","desc":"","name":"Fang of the Great Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"insight":3,"perception":5,"religion":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Goblin, Worg","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.","name":"Bite"},{"desc":"The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\nSwallow. The worg makes one bite attack against a Medium or smaller target 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 worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. The worg can have only one creature swallowed at a time. \n\nIf the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","name":"Might of the Great Wolf (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"}],"spell_list":[],"page_no":384,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fang-of-the-great-wolf/"},{"slug":"flesh-reaver","desc":"","name":"Flesh Reaver","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":19,"hit_dice":"3d8+6","speed":{"walk":40},"strength":14,"dexterity":14,"constitution":14,"intelligence":5,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"understands Common and Darakhul but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Consume Flesh"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"If the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the flesh reaver can make one Consume Flesh attack against it as a bonus action.","name":"Leap"},{"desc":"The flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":160,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_flesh-reaver/"},{"slug":"fragrite","desc":"","name":"Fragrite","size":"Medium","type":"Elemental","subtype":"shapechanger","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":15,"intelligence":6,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 9","languages":"Terran","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The fragrite makes two strike attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the fragrite is in its glass form and has less than half of its total hp remaining, this attack instead deals 16 (3d8 + 3) slashing damage.","name":"Strike"},{"desc":"The fragrite explodes into shards of glass, reducing its hp by 5 (2d4). Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed save, or half as much damage on a successful one. The fragrite then polymorphs into its sand form.","name":"Spontaneous Explosion (Glass Form Only; Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The fragrite has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.","name":"Sand Camouflage (Sand Form Only)"},{"desc":"The fragrite can burrow through sand without disturbing the material it moves through.","name":"Sand Glide (Sand Form Only)"},{"desc":"As a bonus action, the fragrite can polymorph into a mass of sand or a glass humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. \n\nWhile in sand form, the fragrite has a burrow speed of 50 feet, it can move through a space as narrow as 1 inch wide without squeezing, and it is immune to the grappled condition. While in glass form, the fragrite has vulnerability to thunder damage.","name":"Shapechanger"}],"spell_list":[],"page_no":164,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fragrite/"},{"slug":"grave-behemoth","desc":"","name":"Grave Behemoth","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":9,"armor_desc":null,"hit_points":210,"hit_dice":"20d12+80","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":19,"intelligence":13,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The grave behemoth makes two slam attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","name":"Slam"},{"attack_bonus":10,"damage_dice":"3d12+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.","name":"Gorge"},{"desc":"The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime.","name":"Hurl Flesh (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.","name":"Fleshbag"},{"desc":"At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound.","name":"Flesh Wound"},{"desc":"The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"Zombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative.","name":"Zombie Keeper"}],"spell_list":[],"page_no":208,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_grave-behemoth/"},{"slug":"heavy-cavalry","desc":"","name":"Heavy Cavalry","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":19,"armor_desc":"splint, shield","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":15,"dexterity":12,"constitution":17,"intelligence":10,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":4,"damage_dice":"1d12+2","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.","name":"Lance"},{"attack_bonus":3,"damage_dice":"1d10+1","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","name":"Heavy Crossbow"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.","name":"Trample (Mounted Only)"},{"desc":"The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the dragonborn moves at least 20 feet straight toward a creature while mounted and then hits with a lance attack on the same turn, it can make a trample attack against that creature as a bonus action.","name":"Cavalry Charge"},{"desc":"The dragonborn can't be knocked prone, dismounted, or moved against its will while mounted.","name":"Locked Saddle"},{"desc":"The dragonborn is rarely seen without its giant lizard mount. The lizard wears custom scale mail that raises its Armor Class to 15. While the dragonborn is mounted, the giant lizard can't be charmed or frightened.","name":"Mounted Warrior"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_heavy-cavalry/"}]}