{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=49","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=47","results":[{"slug":"jackal","desc":"","name":"Jackal","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":3,"hit_dice":"1d6","speed":{"walk":40},"strength":8,"dexterity":15,"constitution":11,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.","attack_bonus":1,"damage_dice":"1d4","damage_bonus":-1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":382,"environments":["Desert","Shadowfell","Grassland","Ruin"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_jackal/"},{"slug":"mammoth","desc":"A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.","name":"Mammoth","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":24,"dexterity":9,"constitution":21,"intelligence":3,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"4d8","damage_bonus":7},{"name":"Stomp","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":384,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mammoth/"},{"slug":"otyugh","desc":"","name":"Otyugh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30},"strength":16,"dexterity":11,"constitution":19,"intelligence":6,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Otyugh","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The otyugh makes three attacks: one with its bite and two with its tentacles."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":3},{"name":"Tentacle","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":3},{"name":"Tentacle Slam","desc":"The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Telepathy","desc":"The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."}],"spell_list":[],"page_no":339,"environments":["Underdark","Sewer","Swamp","Caverns","Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_otyugh/"},{"slug":"phase-spider","desc":"A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d10+5","speed":{"walk":30,"climb":30},"strength":15,"dexterity":15,"constitution":12,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"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":385,"environments":["Hill","Underdark","Urban","Astral Plane","Mountains","Grassland","Forest","Ruin","Ethereal Plane","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_phase-spider/"},{"slug":"raven","desc":"","name":"Raven","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"walk":10,"fly":50},"strength":2,"dexterity":14,"constitution":8,"intelligence":2,"wisdom":12,"charisma":6,"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":"0","cr":0.0,"actions":[{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mimicry","desc":"The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check."}],"spell_list":[],"page_no":387,"environments":["Hill","Urban","Swamp","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_raven/"},{"slug":"rhinoceros","desc":"","name":"Rhinoceros","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":15,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"}],"spell_list":[],"page_no":388,"environments":["Desert","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rhinoceros/"},{"slug":"roper","desc":"","name":"Roper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":10,"climb":10},"strength":18,"dexterity":8,"constitution":17,"intelligence":7,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d8","damage_bonus":4},{"name":"Tendril","desc":"Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.","attack_bonus":7},{"name":"Reel","desc":"The roper pulls each creature grappled by it up to 25 ft. straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."},{"name":"Grasping Tendrils","desc":"The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it."},{"name":"Spider Climb","desc":"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":342,"environments":["Underdark","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_roper/"},{"slug":"rust-monster","desc":"","name":"Rust Monster","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":40},"strength":13,"dexterity":12,"constitution":13,"intelligence":2,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1},{"name":"Antennae","desc":"The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.\nIf the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Iron Scent","desc":"The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it."},{"name":"Rust Metal","desc":"Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage."}],"spell_list":[],"page_no":343,"environments":["Underdark","Caverns"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/rust-monster.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rust-monster/"},{"slug":"stirge","desc":"","name":"Stirge","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":2,"hit_dice":"1d4","speed":{"walk":10,"fly":40},"strength":4,"dexterity":16,"constitution":11,"intelligence":2,"wisdom":8,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Blood Drain","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.\nThe stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":349,"environments":["Hill","Desert","Underdark","Urban","Grassland","Coastal","Forest","Swamp","Jungle","Hills","Mountain","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_stirge/"},{"slug":"swarm-of-ravens","desc":"","name":"Swarm of Ravens","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":24,"hit_dice":"7d8-7","speed":{"walk":10,"fly":50},"strength":6,"dexterity":14,"constitution":8,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 15","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Beaks","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":391,"environments":["Hill","Urban","Swamp","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-ravens/"},{"slug":"wolf","desc":"","name":"Wolf","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wolf/"},{"slug":"wyvern","desc":"","name":"Wyvern","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20,"fly":80},"strength":19,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":4},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":356,"environments":["Hill","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wyvern/"},{"slug":"brimstone-locusthound","desc":"This creature is a disturbing combination of wolf and locust, and the smoke it exhales hovers thickly around it. Fur surrounds its locust head, and long, insectoid legs extend from its canine body._  \n**Unnatural Origin.** Brimstone locusthounds are the result of magical experimentation. Scholars are uncertain if the experiment went terribly wrong or if the creatures turned out as originally intended. The wizards who created them have been dead for thousands of years, allowing theories—and the wizards’ creations—to run wild ever since.  \n**Migrating Packs.** Brimstone locusthounds build their nests below ground, in caves, or in buried ruins. They are migratory omnivores, and they prefer areas where fungi and small prey are plentiful. Though less caring for each other than most canines, brimstone locusthounds often form packs to rear young and when food is plentiful. However, when food becomes scarce, a pack of locusthounds tears itself apart, cannibalizing its weakest members, and the survivors scatter to the wind.","name":"Brimstone Locusthound","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"fly":60},"strength":19,"dexterity":14,"constitution":17,"intelligence":3,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 9","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The brimstone locusthound makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Sticky Spittle","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) acid damage, and the target must succeed on a DC 13 Dexterity saving throw or be restrained until the end of its next turn.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Smoky Aura","desc":"The brimstone locusthound emits a dense, choking smoke within 10 feet of itself. Each non-brimstone locusthound creature that enters the smoke or starts its turn in the smoke must succeed on a DC 13 Constitution saving throw or be blinded until the end of its turn. On a successful saving throw, the creature is immune to the locusthound's Smoky Aura for 24 hours. At the start of each of its turns, the locusthound chooses whether this aura is active. The smoke is nonmagical and can be dispersed by a wind of moderate or greater speed (at least 10 miles per hour)."},{"name":"Smoky Haze","desc":"When the brimstone locusthound is targeted by a ranged weapon attack or a spell that requires a ranged attack roll, roll a d6. On a 4 or 5, the attacker has disadvantage on the attack roll. On a 6, the attack misses the locusthound, disappearing into the smoke surrounding it."}],"spell_list":[],"page_no":51,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_brimstone-locusthound/"},{"slug":"cave-goat","desc":"Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.","name":"Cave Goat","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"walk":50},"strength":14,"dexterity":13,"constitution":15,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing","desc":"The cave goat has advantage on Wisdom (Perception) checks that rely on hearing."},{"name":"Sturdy Climber","desc":"The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces."}],"spell_list":[],"page_no":389,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cave-goat/"},{"slug":"cherufe","desc":"A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._  \n**Corrupted Keepers.** The elemental anomaly that brings a Open Game License","name":"Cherufe","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d12+70","speed":{"walk":40,"burrow":40},"strength":22,"dexterity":10,"constitution":21,"intelligence":8,"wisdom":14,"charisma":6,"strength_save":11,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 17","languages":"Ignan, Terran","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The cherufe makes four slam attacks. Alternatively, it can throw two magma balls."},{"name":"Slam","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"4d6+6"},{"name":"Magma Ball","desc":"Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.","attack_bonus":11,"damage_dice":"3d10+6"},{"name":"Fissure","desc":"The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface."},{"name":"Quake (Recharge 6)","desc":"The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Firewalker","desc":"When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn."},{"name":"Internal Flame","desc":"A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius."}],"spell_list":[],"page_no":61,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_cherufe/"},{"slug":"clockwork-tiger","desc":"The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.","name":"Clockwork Tiger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":15,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork tiger makes one bite and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":[{"name":"Deflecting Leap","desc":"When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The tiger is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The tiger has advantage on saving throws against spells and other magical effects."},{"name":"Pounce","desc":"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."},{"name":"Reactive Guardian","desc":"The clockwork tiger has two reactions that can be used only for Deflecting Leap."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-tiger/"},{"slug":"frost-mole","desc":"Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.","name":"Frost Mole","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d6+33","speed":{"burrow":30,"walk":30},"strength":16,"dexterity":15,"constitution":16,"intelligence":3,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The frost mole has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Snow Burrower","desc":"The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud."},{"name":"Snow Camouflage","desc":"The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."},{"name":"Snow Pit","desc":"If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action."}],"spell_list":[],"page_no":390,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_frost-mole/"},{"slug":"giant-armadillo","desc":"Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing. These creatures are generally placid and seek to avoid conflict whenever possible.","name":"Giant Armadillo","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":10,"hit_dice":"3d6","speed":{"burrow":15,"walk":25},"strength":12,"dexterity":8,"constitution":10,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Tuck In","desc":"The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can't take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":392,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_giant-armadillo/"},{"slug":"ice-elemental","desc":"A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License","name":"Ice Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"burrow":30,"climb":20,"walk":30},"strength":18,"dexterity":9,"constitution":19,"intelligence":5,"wisdom":14,"charisma":6,"strength_save":7,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The ice elemental makes two ice claw attacks."},{"name":"Ice Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"4d8+4"},{"name":"Encase in Ice","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ice Glide","desc":"The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."},{"name":"Ice Walk","desc":"The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Splinter","desc":"A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ice-elemental/"},{"slug":"locksmith","desc":"The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves._  \n**Call the Locksmith.** These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind.  \n**Professional Rivalry.** Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of another locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge.  \n**Key Features.** Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys.  \n**Construct Nature.** The locksmith doesn’t require air, food, drink, or sleep.","name":"Locksmith","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":40},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 90 ft., passive Perception 10","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The locksmith makes two key blade attacks."},{"name":"Key Blade","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Acid Wash (Recharge 5-6)","desc":"The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid 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":"Expert Lockpicker","desc":"The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves' tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps."},{"name":"Innate Spellcasting","desc":"The locksmith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: mending\n3/day each: arcane lock, knock\n1/day: forcecage"}],"spell_list":[],"page_no":240,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_locksmith/"},{"slug":"magnetic-elemental","desc":"The large, smooth rock stands, the air around it humming with energy. As it walks, nearby daggers, lanterns, and buckled boots move to follow it._  \nMagnetic elementals spontaneously appear where the Plane of Earth meets the Plane of Air. They are magnetized, rocky creatures capable of switching their polarity to repel attacks and pull enemies closer.  \n**Smooth Stone.** Magnetic elementals are worn smooth by the elemental air that creates them. They are able to harness this air to fly, and, when on the Material Plane, they occupy areas where vast swaths of stone are exposed to the sky, such as mountain peaks and deep canyons.  \n**Iron Summons.** Spellcasters who want to conjure a magnetic elemental must mix iron shavings into the soft clay. Such spellcasters must take caution, however, as the elementals often inadvertently attract the armor and weapons of those nearby.  \n**Elemental Nature.** The magnetic elemental doesn’t require air, food, drink, or sleep.","name":"Magnetic Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"burrow":20,"fly":20,"hover":true,"walk":30},"strength":18,"dexterity":12,"constitution":18,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 10","languages":"Terran","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The magnetic elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Magnetic Pulse (Recharge 4-6)","desc":"The magnetic elemental releases a magnetic pulse, choosing to pull or push nearby metal objects. Objects made of gold or silver are unaffected by the elemental's Pulse. \n* Pull. Each creature that is wearing metal armor or holding a metal weapon within 5 feet of the magnetic elemental must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the magnetic elemental. A creature that is made of metal or is wearing metal armor and that fails the saving throw is stuck to the elemental and grappled (escape DC 15). If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is stuck to the elemental and grappled (escape DC 15). A stuck object can't be used. Grappled and stuck creatures and objects move with the elemental when it moves. A creature can take its action to remove one creature or object from the elemental by succeeding on a DC 15 Strength check. The magnetic elemental's Armor Class increases by 1 for each creature grappled in this way. \n* Push. Each creature that is wearing metal armor or holding a metal weapon within 10 feet of the elemental must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) force damage and is pushed up to 10 feet away from the elemental. On a success, a target takes half the damage and isn't pushed. A creature grappled by the elemental has disadvantage on this saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Controlled Polarity","desc":"The magnetic elemental has advantage on attack rolls against a creature if the creature is wearing metal armor. A creature attacking the magnetic elemental with a metal weapon while within 10 feet of it has disadvantage on the attack roll."},{"name":"Magnetism","desc":"When the magnetic elemental moves, Medium and smaller metal objects that aren't being worn or carried are pulled up to 5 feet closer to the magnetic elemental. If this movement pulls the object into the elemental's space, the item sticks to the elemental. A successful DC 15 Strength check removes a stuck item from the elemental. Objects made of gold and silver are unaffected by this trait."}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_magnetic-elemental/"},{"slug":"mei-jiao-shou","desc":"A massive mammalian herbivore with a long neck and a thick, pebbled hide._  \n**Towering Megafauna.** Also called paraceratherium, mei jiao shou are the second largest land mammal after the only slightly larger oliphaunts. They stand around 20 feet tall, nearly 25 feet long and weigh a staggering 12 to 16 tons.  \n**Vast Herds.** The mei jiao shou are native to high grasslands and steppes, and wander the plains in groups of 20 to 50 beasts, grazing on the thick foliage. When together, they fear few predators. Even dragons take caution when hunting a herd of them and more often than not choose to seek easier prey.  \n**Docile Livestock.** Due to their docile nature, mei jiao shou are often kept as semi-wild livestock by giants and some humanoid tribes. Their self-sufficiency and resistance to predation make them great choices for those living in areas plagued by large predators.","name":"Mei Jiao Shou","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":139,"hit_dice":"9d20+45","speed":{"walk":50},"strength":23,"dexterity":7,"constitution":21,"intelligence":3,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":1,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 9","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Head Bash","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d8+6"},{"name":"Stomp","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 28 (4d10 + 6) bludgeoning damage.","attack_bonus":9,"damage_dice":"4d10+6"},{"name":"Earth-Shaking Thump (Recharge 5-6)","desc":"The mei jiao shou rears up and lands heavily, kicking up a shower of debris and rattling and cracking the ground. Each creature in contact with the ground within 30 feet of the mei jiao shou must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The area then becomes difficult terrain."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the mei jiao shou moves at least 20 feet straight toward a creature and then hits it with a head bash attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the mei jiao shou can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":259,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mei-jiao-shou/"},{"slug":"repository","desc":"A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._  \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities.  \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies.  \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.  \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.","name":"Repository","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":19,"dexterity":10,"constitution":18,"intelligence":16,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"all","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The repository makes two slash attacks."},{"name":"Slash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Language Lash (Recharge 5-6)","desc":"The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The repository is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The repository has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The repository's weapon attacks are magical."},{"name":"Self-Destruct","desc":"If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one."}],"spell_list":[],"page_no":306,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_repository/"},{"slug":"resinous-frog","desc":"Resinous frogs secrete a fluid from their skin and tongues that adheres to most material, even if the frogs are in water. Most creatures stuck to the frogs become exhausted in the struggle to break free, providing the patient frog a later meal. If the frog has a dangerous predator stuck to its tongue, it can detach its tongue and leave the predator behind while it escapes. The frogs’ limited regenerative capabilities allow them to regrow lost tongues.","name":"Resinous Frog","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":19,"hit_dice":"3d6+9","speed":{"walk":30},"strength":14,"dexterity":9,"constitution":16,"intelligence":3,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tongue","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the creature is Medium or smaller, it is grappled (escape DC 12), and the frog can't make tongue attacks against other targets.","attack_bonus":4,"damage_dice":"1d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adhesive Skin","desc":"The resinous frog adheres to anything that touches it. A Medium or smaller creature adhered to the frog is also grappled by it (escape DC 12). When the frog moves, any Small or smaller creature it is grappling moves with it.\n\nIn addition, when a creature hits the frog with a weapon, it must succeed on a DC 12 Strength saving throw or the weapon sticks to the frog. A stuck weapon can't be used. A creature can take its action to remove one creature or object from the frog by succeeding on a DC 12 Strength check.\n\nAs a bonus action, the frog can release one creature or weapon stuck to it. The frog can't be affected by another resinous frog's Adhesive Skin."},{"name":"Detach Tongue","desc":"As a bonus action, the resinous frog can detach its tongue and move up to half its speed without provoking opportunity attacks. If it was grappling a creature with its tongue, the creature is freed. Its tongue regrows by the time it finishes a short or long rest."},{"name":"Easy Prey","desc":"The resinous frog has advantage on bite attack rolls against any creature grappled by it."}],"spell_list":[],"page_no":397,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_resinous-frog/"},{"slug":"rotsam","desc":"A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot._  \n**Expediter of Decay.** The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two.  \n**Leechlike Underwater Dwellers.** Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches.  \n**Favored of Rot Cults.** Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals.  \n**Ooze Nature.** A rotsam doesn’t require sleep.","name":"Rotsam","size":"Tiny","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":45,"hit_dice":"10d4+20","speed":{"swim":30,"walk":10},"strength":5,"dexterity":16,"constitution":14,"intelligence":1,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 9","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Diseased Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) necrotic damage, and the rotsam attaches to the target. While attached, the rotsam doesn't attack. Instead, at the start of each of the rotsam's turns, the target takes 10 (3d6) necrotic damage. If a creature ends its turn with a rotsam attached to it, the creature must succeed on a DC 12 Constitution saving throw or contract a disease (see the Bog Rot trait). The rotsam can detach itself by spending 5 feet of its movement. It does so after the target contracts its disease or the target dies. A creature, including the target, can take its action to detach the rotsam by succeeding on a DC 12 Strength check.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The rotsam can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Bog Rot","desc":"A creature that fails its saving throw against the rotsam's diseased bite attack becomes infected with the bog rot disease. Until the disease is cured, the infected creature's skin breaks out in a rot-like rash that slowly spreads across its body, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. After the first 24 hours, the creature's skin starts to smell like rot, and creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the infected creature. The reduction and rot smell last until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."},{"name":"Spider Climb","desc":"The rotsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":309,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_rotsam/"},{"slug":"rotsam-swarm","desc":"A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot._  \n**Expediter of Decay.** The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two.  \n**Leechlike Underwater Dwellers.** Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches.  \n**Favored of Rot Cults.** Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals.  \n**Ooze Nature.** A rotsam doesn’t require sleep.","name":"Rotsam Swarm","size":"Large","type":"Ooze","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":9,"armor_desc":null,"hit_points":142,"hit_dice":"15d10+60","speed":{"walk":10,"swim":30},"strength":19,"dexterity":8,"constitution":18,"intelligence":1,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 9","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Diseased Bites","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage plus 21 (6d6) necrotic damage, or 5 (2d4) piercing damage and 10 (3d6) necrotic damage if the swarm has half of its hp or fewer. The target must make a DC 15 Constitution saving throw or contract a disease (see the Bog Rot trait).","attack_bonus":7,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bog Rot","desc":"A creature that fails its saving throw against the rotsam's diseased bite attack becomes infected with the bog rot disease. Until the disease is cured, the infected creature's skin breaks out in a rot-like rash that slowly spreads across its body, and its hp maximum decreases by 7 (2d6) for every 24 hours that elapse. After the first 24 hours, the creature's skin starts to smell like rot, and creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the infected creature. The reduction and rot smell last until the disease is cured. The creature dies if the disease reduces its hp maximum to 0."},{"name":"Spider Climb","desc":"The rotsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rotsam. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":309,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_rotsam-swarm/"},{"slug":"shukankor","desc":"This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches._  \n**Wasteland Hunters.** Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile.  \n**Strength in Numbers.** The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.","name":"Shukankor","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d12+44","speed":{"walk":50},"strength":22,"dexterity":12,"constitution":18,"intelligence":8,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"athletics":10,"perception":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 19","languages":"Deep Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The shukankor makes three attacks: one with its beak and two with its claws."},{"name":"Beak","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8+6"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Duplicating Terror (1/Day)","desc":"The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor's Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month."}],"bonus_actions":null,"reactions":[{"name":"Sacrifice Replica","desc":"When a creature the shukankor can see targets it with an attack, the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Many Eyes","desc":"The shukankor has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded."},{"name":"Self-made Pack","desc":"The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn't incapacitated."}],"spell_list":[],"page_no":326,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_shukankor/"},{"slug":"snake-with-a-hundred-mage-hands","desc":"The small snake slithers forward. As it nears a door, spectral hands appear all around it, opening and pushing the door to allow the snake entry._  \n**Pet Project.** Thieves’ guilds with magically inclined members often imbue particularly crafty snakes with keen intelligence, telepathy, and the ability to summon dozens of mage hands to aid the guild. The small, stealthy creatures are capable of carrying out heists that are logistically impractical for humanoids due to their bulk. Predictably, the clever reptiles often escape their creators and carve out small territories for themselves in the more disreputable parts of cities where their true identities won’t easily be discovered.  \n**Mischievous Thieves.** Snakes with a hundred mage hands are known for their mischievous nature. Many are kleptomaniacs and swindlers, using their talents to deceive humanoids and steal objects they find pleasing.","name":"Snake with a Hundred Mage Hands","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":67,"hit_dice":"15d6+15","speed":{"swim":30,"walk":30,"climb":30},"strength":8,"dexterity":18,"constitution":12,"intelligence":18,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The snake with a hundred mage hands makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft. creature. Hit: 9 (2d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Flying Fists (Recharge 5-6)","desc":"The snake unleashes a flurry of spectral punches in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disruptive Ploy","desc":"As a bonus action, the snake performs a minor ploy with its mage hands against a target it can see within 30 feet of it. The target must succeed on a DC 14 Dexterity saving throw or have disadvantage on its next ability check, attack roll, or saving throw (the snake's choice) as the snake magically removes the target's helmet, upends the target's quiver, or performs some other form of distraction."},{"name":"One Hundred Mage Hands","desc":"The snake is surrounded by one hundred, magical, spectral hands. The hands can't be targeted by spells or attacks and are immune to damage. The hands float within 30 feet of the snake and move with their serpent commander. The snake can decide if the hands are visible. Each hand can carry an object weighing up to 10 pounds and no more than three hands can work in tandem to carry one larger object. The snake's Dexterity (Sleight of Hand) checks have a range of 30 feet. Whenever the snake makes a Dexterity (Sleight of Hand) check, it can make up to four such checks as part of the same action, but each check must be against a different target. The snake can perform actions normally restricted to creatures with hands, such as opening a door, stirring a bowl of soup, or carrying a lantern. The hands can't wield weapons or shields or make attacks, except as part of the snake's Flying Fists action."}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_snake-with-a-hundred-mage-hands/"},{"slug":"snow-giant","desc":"Flurries drift from the body of this gigantic humanoid seemingly crafted from snow. Its simple clothes are almost pointless, and it carries a massive icicle as a club._  \n**Subservient to Frost Giants.** Snow giants inhabit the same territory as Open Game License","name":"Snow Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":11,"armor_desc":null,"hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":20,"intelligence":9,"wisdom":15,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"athletics":7,"stealth":4,"survival":5},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"grappled, restrained","senses":"passive Perception 12","languages":"Common, Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The snow giant makes two club attacks."},{"name":"Club","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"3d4+4"},{"name":"Giant Snowball","desc":"Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 4 (1d8) cold damage, and the target must succeed on a DC 16 Dexterity save or be blinded until the end of its next turn.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Snow Camouflage","desc":"The snow giant has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."},{"name":"Snow Regeneration","desc":"The snow giant regains 5 hp at the start of its turn if it has at least 1 hp and it is in snowy terrain."}],"spell_list":[],"page_no":174,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_snow-giant/"},{"slug":"spurred-water-skate","desc":"The spurred water skate is a diurnal carnivore. It has weak mandibles, but the adaptations enabling it to move on the water make it a powerful hunter. The distribution of the spurred water skate’s weight, along with leg bristles that create and hold air bubbles at the surface, allow it to stand on top of even moderately choppy water and move without sinking. The insect’s sharp forelimbs are powerful enough to kill weaker prey outright, but it prefers to use its limbs to grasp targets and submerge them until they drown. Because spurred water skates move effortlessly across wet surfaces, they are desirable mounts in the swamps and marshes they inhabit. Open Game License","name":"Spurred Water Skate","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":60,"hit_dice":"8d10+16","speed":{"walk":40},"strength":12,"dexterity":17,"constitution":15,"intelligence":3,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Stabbing Forelimbs","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. The target is grappled (escape DC 12) if it is a Medium or smaller creature and the skate doesn't have two other creatures grappled. Until this grapple ends, the target is restrained. If the target is in a liquid, the skate can hold it under the surface, and the target risks suffocating.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Walker","desc":"The spurred water skate can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell."}],"spell_list":[],"page_no":399,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_spurred-water-skate/"},{"slug":"zeitgeist","desc":"The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._  \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long.  \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy.  \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence.  \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity.  \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.","name":"Zeitgeist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"16 in Darting Form","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":20},"strength":17,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"exhaustion, frightened","senses":"passive Perception 10","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks."},{"name":"Darting Rend (Darting Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.","attack_bonus":7,"damage_dice":"1d4+4"},{"name":"Sluggish Slam (Sluggish Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Tormented Scream (Recharge 5-6)","desc":"The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Rewind (Recharge 4-6)","desc":"When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Darting Escape (Darting Form Only)","desc":"The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns."},{"name":"Timewarped Body","desc":"At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet."}],"spell_list":[],"page_no":383,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_zeitgeist/"},{"slug":"aural-hunter","desc":"","name":"Aural Hunter","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":40,"climb":30},"strength":16,"dexterity":14,"constitution":16,"intelligence":7,"wisdom":19,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded","senses":"blindsight 60' or 20' while deafened (blind beyond), passive Perception 17","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Claws attacks and one Rib Hooks attack. It can use Consume Sound in place of one attack."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) slashing damage."},{"name":"Rib Hooks","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) piercing damage and the target is grappled (escape DC 15) if it is a Large or smaller creature and it doesn't have another creature grappled."},{"name":"Consume Sound","desc":"Siphons energy from audible vibrations surrounding a creature grappled by it. Target: 14 (4d6) necrotic and becomes deafened and unable to speak until end of its next turn (DC 13 Con half damage and is able to hear and speak). Aural hunter regains hp equal to damage dealt. Consume Sound has no effect on creatures that are already deafened and unable to speak. It can't use this action if it is deafened."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blind Senses","desc":"Can't use its blindsight while deafened and unable to smell."},{"name":"Keen Hearing","desc":"Has advantage on Wis (Perception) checks that rely on hearing."},{"name":"Sonic Sensitivity","desc":"When it takes thunder damage it becomes deafened until the end of its next turn."}],"spell_list":[],"page_no":47,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_aural-hunter/"},{"slug":"baleful-miasma","desc":"","name":"Baleful Miasma","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":0,"fly":60},"strength":13,"dexterity":17,"constitution":14,"intelligence":6,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"lightning; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60', passive Perception 10","languages":"Auran","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 3 (1d6) poison."}],"bonus_actions":null,"reactions":[{"name":"Swift Advance","desc":"If a creature in same space as miasma moves miasma can move up to its speed with the creature. This move doesn't provoke opportunity attacks but miasma must move in same spaces creature moved ending in creature's space or space nearest to it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"Can enter a hostile creature's space and stop there. Can move through space as narrow as 1ft. wide with o squeezing."},{"name":"Asphyxiate","desc":"If a creature that breathes air starts its turn in miasma's space it must make DC 12 Con save or begin suffocating as its lungs fill with the poisonous air emitted by the miasma. Suffocation lasts until creature ends its turn in a space not occupied by baleful miasma or the baleful miasma dies. When the suffocation ends the creature is poisoned until the end of its next turn."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_baleful-miasma/"},{"slug":"daeodon","desc":"","name":"Daeodon","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10+27","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 14 (2d8+5) piercing damage and the target is grappled (escape DC 13). Until this grapple ends the target is restrained and the daeodon can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d4+5) bludgeoning damage."},{"name":"Fierce Call (Recharge: Short/Long Rest)","desc":"Lets out a loud fearsome call. Each hostile creature within 60' of the daeodon must make DC 13 Wis save or drop whatever it is holding and become frightened for 1 min. While frightened a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns unless there is nowhere to move. A frightened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Relentless (Recharge: Short/Long Rest)","desc":"If it takes 15 damage or less that would reduce it to 0 hp it is reduced to 1 hp instead."},{"name":"Trampling Charge","desc":"If it moves 20'+ straight toward a creature and then hits it with Bite on the same turn that target must make DC 13 Str save or be knocked prone. If target is prone daeodon can make one Slam vs. it as a bonus action."}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_daeodon/"},{"slug":"devil-moldering","desc":"","name":"Devil, Moldering","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"6d6+6","speed":{"walk":30},"strength":14,"dexterity":10,"constitution":12,"intelligence":10,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60', passive Perception 12","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) piercing damage + 3 (1d6) necrotic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the moldering devil's darkvision."},{"name":"Field Hopper","desc":"The moldering devil can fly up to 40' on its turn but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn it falls to the ground and takes falling damage."},{"name":"Rotting Death","desc":"When it dies all foodstuffs water and beverages within 100' of it are subjected to the devil's Touch of Rot trait."},{"name":"Touch of Rot","desc":"Any foodstuff water or beverage whether fresh or preserved that comes into contact with the moldering devil immediately decays and becomes inedible or undrinkable. If a creature consumes such food or drink it must make a DC 11 Con save. On a failure it takes 7 (2d6) poison and is poisoned for 24 hrs. On a success it takes half the damage and is poisoned for 1 hr."}],"spell_list":[],"page_no":123,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_devil-moldering/"},{"slug":"dinosaur-razorfeather-raptor","desc":"","name":"Dinosaur, Razorfeather Raptor","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":40},"strength":15,"dexterity":17,"constitution":14,"intelligence":7,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Bladed Feather attack and one Claw attack."},{"name":"Bladed Feather","desc":"Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 30/90' one target 8 (1d10+3) slashing damage and the target's speed is reduced by 10 ft. until the end of its next turn."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Pounce","desc":"If the raptor moves at least 20' straight toward a creature and then hits it with Claw attack on the same turn that target must make DC 13 Str save or be knocked prone. If the target is prone the raptor can make one Bladed Feather attack vs. it as a bonus action."}],"spell_list":[],"page_no":126,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dinosaur-razorfeather-raptor/"},{"slug":"doom-creeper","desc":"","name":"Doom Creeper","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"","hit_points":137,"hit_dice":"25d6+50","speed":{"walk":15,"climb":45,"burrow":10},"strength":8,"dexterity":21,"constitution":14,"intelligence":5,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 15","languages":"understands Sylvan but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Decaying Vine attacks."},{"name":"Decaying Vine","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and 9 (2d8) necrotic."},{"name":"Death's Rose","desc":"Shoots a glowing purple beam of magical energy at a creature it can see within 60' of it choosing one effect:Disorienting Petal. Target: DC 15 Int save or be incapacitated for 1 min. Target can re-save at end of each of its turns success ends effect on itself.Frightful Petal. Target: DC 15 Cha save or frightened 1 min. Target can re-save at end of each of its turns with disadvantage if it can see creeper success ends effect on itself.Slowing Petal. Target: DC 15 Wis save or its speed is halved it takes a -2 penalty to AC and Dex saves and it can't take reactions for 1 min. Target can re-save at end of each of its turns success ends effect on itself.Wasting Petal. Target: DC 15 Con save or waste away for 1 min. While wasting away target vulnerable to necrotic and regains only half the hp when it receives magical healing. Target can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":138,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_doom-creeper/"},{"slug":"drake-venom","desc":"","name":"Drake, Venom","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"climb":30},"strength":19,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":6,"constitution_save":7,"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":"darkvision 120', passive Perception 16","languages":"Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Claws or three Spit Venoms. If drake hits one creature with two Spit Venom attacks target must make DC 16 Con save or succumb to venom (see above)."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) piercing damage + 13 (3d8) poison and target: DC 16 Con save or succumb to drake's venom (see above)."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."},{"name":"Spit Venom","desc":"Ranged Weapon Attack: +6 to hit 20/60' one target 16 (3d8+3) poison."},{"name":"Venom Breath (Recharge 5-6)","desc":"Spits venom in a 60' line that is 5 ft. wide. Each creature in that line: 36 (8d8) poison and succumbs to the drake's venom (see above; DC 16 Con half damage and doesn't succumb to the venom)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aching Venom","desc":"Produces a potent poison that causes its victims to feel pain from even the most benign contact (weight of their clothing simple sword swing etc.). When a creature that succumbs to this poison takes bludgeoning piercing or slashing it must make DC 16 Con save or be incapacitated until end of its next turn as pain fills its body. This potent poison remains within creature's body until removed by the greater restoration spell or similar magic or until creature finishes a long rest."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Shifting Camouflage","desc":"Scales adapt to current surroundings. Advantage: Dex (Stealth) to hide in nonmagical natural terrain."}],"spell_list":[],"page_no":158,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_drake-venom/"},{"slug":"moonweb","desc":"","name":"Moonweb","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":0,"fly":30},"strength":10,"dexterity":18,"constitution":16,"intelligence":1,"wisdom":16,"charisma":6,"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":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","senses":"blindsight 120' (blind beyond), passive Perception 16","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Dissolving Bite attack and one Tendrils attack."},{"name":"Dissolving Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 13 (2d8+4) piercing damage + 9 (2d8) acid and the moonweb regains hp equal to the acid dealt."},{"name":"Tendrils","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one creature,. 11 (2d6+4) piercing damage and target paralyzed for 1 min (DC 14 Con not paralyzed). Target can re-save at end of each of its turns success ends effect on itself."},{"name":"Etheric Pulse (Recharge 6)","desc":"Releases burst of ethereal energy. Each creature within 30' of it: DC 14 Con save or become partially ethereal. A partially ethereal creature's attacks deal normal damage to the moonweb even if the attacks are nonmagical but all other creatures have resistance to the partially ethereal creature's nonmagical damage. Also moonweb can pinpoint location of partially ethereal creature and moonweb has advantage on attack rolls vs. it. A partially ethereal creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Ethereal Jaunt","desc":"Magically shifts from the Material Plane to the Ethereal Plane or vice versa."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Alien Nature","desc":"Doesn't require air or sleep."},{"name":"Transparent","desc":"Advantage on Dex (Stealth) checks while motionless or in dim light."}],"spell_list":[],"page_no":276,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_moonweb/"},{"slug":"nautiloid","desc":"","name":"Nautiloid","size":"Gargantuan","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":18,"armor_desc":"natural armor","hit_points":216,"hit_dice":"16d20+48","speed":{"walk":0,"swim":90},"strength":21,"dexterity":15,"constitution":16,"intelligence":7,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"piercing, bludgeoning, &amp; slashing from nonmagical attacks ","damage_immunities":"cold","condition_immunities":"exhaustion, poisoned","senses":"blindsight 60', darkvision 300', passive Perception 16","languages":"understands Primordial but can't speak","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Beak attacks and one Tentacles attack."},{"name":"Beak","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 21 (3d10+5) piercing damage + 9 (2d8) poison."},{"name":"Tentacles","desc":"Melee Weapon Attack: +10 to hit, 30 ft., one target, 18 (2d12+5) bludgeoning damage and target is grappled (escape DC 18). Until this grapple ends target is restrained nautiloid can automatically hit target with its Tentacles and nautiloid can't make Tentacles attacks vs. other targets."},{"name":"Jet Propulsion (Recharge 5-6)","desc":"Releases a magical burst of pressure that propels it backwards in a line that is 90' long and 10 ft. wide. Each creature within 15 ft. of the space the nautiloid left and each creature in that line must make a DC 18 Con save. On a failure a creature takes 45 (10d8) force and is pushed up to 20' away from the nautiloid and knocked prone. On a success a creature takes half the damage but isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":[{"name":"Withdraw","desc":"When a creature the nautiloid can see targets it with an attack the nautiloid can pull its body into its shell gaining a +5 bonus to AC until the start of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Traveler","desc":"Doesn't require air food drink sleep or ambient pressure."},{"name":"Enchanted Shell","desc":"A dome of magic covers the nautiloid just large enough to contain its shell. The nautiloid can control the ambient pressure temperature water levels and breathable air levels (for air-breathing passengers) inside allowing creatures and objects within it to exist comfortably in spite of conditions outside. Creatures and objects within the shell have total cover vs. attacks and other effects outside the nautiloid. Creatures inside the shell can exit whenever they want but nothing can pass into the shell's dome unless the nautiloid allows it. Area inside dome is a magnificent palace carved into nautiloid's shell complete with open ‘air' balconies used as entrances/exits and numerous covered chambers that can comfortably hold up to 50 passengers. Palace is 60' long 30' wide and 80' tall. When it dies any creatures inside dome are expelled into unoccupied spaces near the closest exit."},{"name":"Limited Telepathy","desc":"The nautiloid can magically communicate simple ideas emotions and images telepathically with any creature inside the magical dome that surrounds it shell. Similarly it can hear and understand any creature inside the dome regardless of the language it speaks."}],"spell_list":[],"page_no":286,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_nautiloid/"},{"slug":"ogre-void-blessed","desc":"","name":"Ogre, Void Blessed","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":20,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, poison","damage_immunities":"psychic","condition_immunities":"blinded, poisoned","senses":"blindsight 30' (blind beyond), tremorsense 120', passive Perception 16","languages":"Giant, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Tentacle Lash attack and one Void Bite attack or it makes three Void Spit attacks."},{"name":"Tentacle Lash","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage + 7 (2d6) psychic and target blinded until end of its next turn as jumbled visions and voices of the Void fill its mind (DC 15 Int not blind)."},{"name":"Void Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d10+5) piercing damage + 9 (2d8) necrotic."},{"name":"Void Spit","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 12 (2d8+3) necrotic."}],"bonus_actions":null,"reactions":[{"name":"Volatile Stomach","desc":"When it takes bludgeoning piercing or slashing can regurgitate some of its stomach contents. Each creature within 5 ft. of it: 4 (1d8) necrotic and be poisoned until end of its next turn (DC 15 Con negates). A pool of Void infused stomach contents forms in a space ogre can see within 5 ft. of it and lasts until start of ogre's next turn. A creature that enters pool for first time on a turn or starts its turn there: 4 (1d8) necrotic."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"Advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Tentacle Senses","desc":"Can't use its tremorsense while grappled or restrained."}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ogre-void-blessed/"},{"slug":"porcellina","desc":"","name":"Porcellina","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":28,"hit_dice":"8d4+8","speed":{"walk":40},"strength":8,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d4+3) piercing damage and the target must make DC 11 Dex save or be knocked prone. The DC increases by 1 for each other porcellina that hit the target since the end of this porcellina's previous turn to a max of DC 15."}],"bonus_actions":null,"reactions":[{"name":"Squeal","desc":"When a porcellina is hit with an attack it can let out a blood-curdling scream. Each creature within 10 ft. of the porcellina must make DC 11 Wis save or become frightened until the end of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The porcillina has advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Poisonous Flesh","desc":"A creature that touches the porcellina or consumes the meat of the porcellina must make DC 11 Con save or become poisoned for 1 hr."}],"spell_list":[],"page_no":317,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_porcellina/"},{"slug":"primordial-surge","desc":"","name":"Primordial Surge","size":"Gargantuan","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":40,"fly":90},"strength":14,"dexterity":22,"constitution":20,"intelligence":7,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 120', passive Perception 12","languages":"Primordial","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"Three Elemental Strike attacks."},{"name":"Elemental Strike","desc":"Melee or Ranged Weapon Attack: +11 to hit 15 ft. or range 60' one target 28 (4d10+6) acid cold fire lightning or thunder (surge's choice)."},{"name":"Primordial Storm (Recharge 6)","desc":"Rain of energies produces one of: Restorative Rain Each non Construct/Undead creature within 30' of the surge regains 27 (5d10) hp. Area becomes difficult terrain as nonmagical plants in the area become thick and overgrown.Ruinous Rain Each creature within 30' of the surge: 27 (5d10) acid and 27 (5d10) fire and is coated in burning acid (DC 18 Dex half damage not coated in acid). A creature coated in acid: 5 (1d10) acid and 5 (1d10) fire at the start of each of its turns until it or another creature takes an action to scrape/wash off the acid."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Life From Death","desc":"When it dies explodes in burst of raw creation. 50' radius area centered on it is blanketed in lush native flora providing food to feed 12 Large or smaller creatures for 6 (1d12) days. Creatures in area dead up to 1 day are returned to life with 4 (1d8) hp."},{"name":"Primordial Form","desc":"Can move through a space as narrow as 1 inch wide with o squeezing. A creature that touches it or hits it with melee attack while within 5 ft. of it takes 7 (2d6) acid cold fire lightning or thunder (surge's choice). Also it can enter a hostile creature's space and stop there. The 1st time it enters a creature's space on a turn that creature takes 7 (2d6) acid cold fire lightning or thunder (surge's choice). A creature that starts its turn in surge's space: blinded and deafened until it starts its turn outside surge's space (DC 18 Con negates)."}],"spell_list":[],"page_no":320,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_primordial-surge/"},{"slug":"relentless-hound","desc":"","name":"Relentless Hound","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":40,"fly":20},"strength":17,"dexterity":14,"constitution":15,"intelligence":4,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; nonmagic B/P/S attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft, passive Perception 14","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Spectral Bites. If both hit same target it takes 10 (3d6) necrotic and hp max is reduced by that amount (DC 13 Con negates damage and hp max). Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."},{"name":"Spectral Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) necrotic."}],"bonus_actions":null,"reactions":[{"name":"Multiply (3/Day)","desc":"When it takes damage while below half its hp max it creates a spectral hound. Spectral hound uses the stats of a shadow except it doesn't have Sunlight Weakness trait and can't make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 ft. of the relentless hound and acts on same initiative as that hound. After spectral hound finishes a long rest it becomes a relentless hound."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Good Dog","desc":"If a Humanoid that hasn't harmed hound in last 24 hrs and takes action to offer it bit of food or speak kind words to it hound must make DC 12 Wis save or be charmed by that Humanoid for 1 hr or until Humanoid or its companions do anything harmful to hound. Also hound has disadvantage on saves vs. command spell."},{"name":"Incorporeal Movement","desc":"Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":331,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_relentless-hound/"},{"slug":"tripwire-patch","desc":"","name":"Tripwire Patch","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":10,"burrow":20},"strength":18,"dexterity":10,"constitution":17,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened, prone","senses":"tremorsense 60', passive Perception 15","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Bite attacks or one Bite attack and two Tripwire Vine attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one creature,. 13 (2d8+4) piercing damage."},{"name":"Tripwire Vine","desc":"Melee Weapon Attack: +6 to hit, 20 ft., one creature,. 7 (1d6+4) bludgeoning damage and the target must make DC 14 Str save or be knocked prone and pulled up to 15 ft. toward the tripwire patch."}],"bonus_actions":null,"reactions":[{"name":"No Escape","desc":"If a prone creature within 5 ft. of patch stands up from prone patch can make one Bite vs. it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bountiful Death","desc":"When the tripwire patch reduces a creature to 0 hp nearby plants erupt with growth. Plants within 20' of the body become thick overgrown difficult terrain and all plants within a 2-mile radius centered on the point where the creature was killed become enriched for 7 days for each CR of the slain creature (minimum of 7 days) cumulatively increasing in duration each time the patch kills a creature. Enriched plants yield twice the normal amount of food when harvested."},{"name":"False Appearance","desc":"While motionless indistinguishable from normal patch of foliage such as flowers or bushes."}],"spell_list":[],"page_no":371,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_tripwire-patch/"},{"slug":"wakwak","desc":"","name":"Wakwak","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10 +12","speed":{"walk":40,"fly":10},"strength":16,"dexterity":12,"constitution":14,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Beak attack and one Talon attack."},{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, 10 ft., one target, 8 (1d10+3) slashing damage."},{"name":"Talon","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) piercing damage."},{"name":"Wing Slap (Recharge 5-6)","desc":"Slams its sharp-edged wings together in front of itself in a 15 ft. cone. All in area make a DC 13 Dex save. On a failure a creature takes 10 (3d6) slashing damage and is pushed up to 10 ft. away from the wakwak and knocked prone. On a success a creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bloodthirsty Pounce","desc":"If the wakwak moves at least 20' straight toward a creature and then hits it with Talon attack on the same turn that target must make DC 13 Str save or be knocked prone. If the target is prone the wakwak can make one Beak attack vs. it as a bonus action gaining temp hp equal to half the damage dealt."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."}],"spell_list":[],"page_no":388,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_wakwak/"},{"slug":"air-elemental-a5e","desc":"","name":"Air Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":0,"fly":90},"strength":10,"dexterity":18,"constitution":14,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"Auran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage."},{"name":"Whirlwind (Recharge 5-6)","desc":"The elemental takes the form of a whirlwind  flies up to half of its fly speed without provoking opportunity attacks  and then resumes its normal form. When a creature shares its space with the whirlwind for the first time during this movement  that creature makes a DC 15 Strength saving throw. On a failure  the creature is carried inside the elementals space until the whirlwind ends  taking 3 (1d6) bludgeoning damage for each 10 feet it is carried  and falls prone at the end of the movement. The whirlwind can carry one Large creature or up to four Medium or smaller creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The elemental can enter and end its turn in other creatures spaces and pass through an opening as narrow as 1 inch wide without squeezing."},{"name":"Elemental Nature","desc":"An elemental doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":191,"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_air-elemental/"},{"slug":"ape-a5e","desc":"","name":"Ape","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30,"climb":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The ape attacks twice with its fists."},{"name":"Fists","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage."},{"name":"Rock","desc":"Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":438,"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_ape/"},{"slug":"awakened-shrub-a5e","desc":"","name":"Awakened Shrub","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"","armor_class":9,"armor_desc":"","hit_points":7,"hit_dice":"2d6","speed":{"walk":20},"strength":2,"dexterity":8,"constitution":10,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"one language known by its creator","challenge_rating":"0","cr":0.0,"actions":[{"name":"Rake","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the shrub is indistinguishable from a normal shrub."}],"spell_list":[],"page_no":438,"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_awakened-shrub/"},{"slug":"baboon-a5e","desc":"","name":"Baboon","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":3,"hit_dice":"1d6","speed":{"walk":30,"climb":30},"strength":8,"dexterity":14,"constitution":10,"intelligence":4,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The baboon has advantage on attack rolls against a creature if at least one of the baboons allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":438,"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_baboon/"}]}