{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=7","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-charisma&page=5","results":[{"slug":"icemaiden-tob1-2023","desc":"False","name":"Ice Maiden","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":84,"hit_dice":"13d8 + 26","speed":{"walk":30},"strength":12,"dexterity":17,"constitution":15,"intelligence":19,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":8,"perception":11,"skills":{"Deception":8,"Persuasion":8,"Stealth":6},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ice maiden makes two Ice Blade or Ice Bolt attacks."},{"name":"Ice Blade","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 14 (4d6) cold damage."},{"name":"Ice Bolt","desc":"Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 19 (4d6 + 5) cold damage."},{"name":"Kiss of the Frozen Heart","desc":"The ice maiden kisses a willing Humanoid, freezing the target's heart. The target has immunity to cold damage, but it is charmed by the ice maiden until the maiden ends the effect (no action required) or until the target is kissed by a creature that loves it. The charmed target obeys the maiden's verbal commands. If the target suffers any harm from the maiden or her allies, or if it receives a suicidal command, it can make a DC 16 Wisdom saving throw, ending the effect on itself on a success. The maiden can have no more than three Humanoids charmed at a time."},{"name":"Icy Embrace (Recharge 5-6)","desc":"The ice maiden blasts wintry weather on a point she can see within 60 feet of her. Each creature within 15 feet of that point must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) cold damage and is restrained by ice until the end of its next turn. On a success, a creature takes half the damage and isn't restrained. The area then becomes icy, difficult terrain for 1 minute."}],"bonus_actions":[{"name":"Snow Step","desc":"The ice maiden teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. The origin and destination spaces must contain snow or ice."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Chilling Presence","desc":"A creature that starts its turn within 15 feet of the ice maiden must succeed on a DC 16 Constitution saving throw or take 3 (1d6) cold damage. Unprotected, nonmagical flames within 15 feet of the maiden are extinguished, and water freezes if it remains within 15 feet of the maiden for at least 1 minute."},{"name":"Ice Walk","desc":"The ice maiden can move across icy and snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement."},{"name":"Magic Resistance","desc":"The ice maiden has advantage on saving throws against spells and other magical effects."},{"name":"Snow Sight","desc":"The ice maiden can see through areas obscured by snow or fog without penalty."}],"spell_list":[],"page_no":238,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ice-maiden/"},{"slug":"idolicdeity-tob1-2023","desc":"False","name":"Idolic Deity","size":"Small","type":"Construct","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d6 + 56","speed":{"walk":30},"strength":14,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":11,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":10,"skills":{"Deception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The idolic deity can use its Seduce the Righteous. It then makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage."},{"name":"Seduce the Righteous","desc":"The idolic deity corrupts one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls, ability checks, or saving throws (the idolic deity's choice) until the end of its next turn. Creatures that wield divine or celestial power, such as clerics, paladins, or aasimars, have disadvantage on the saving throw."}],"bonus_actions":[{"name":"Shadow Stealth","desc":"While in dim light or darkness, the idolic deity takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Apostasy Aura","desc":"The idolic deity's presence causes devout followers to doubt their faith. When a creature attempts to use divine or celestial power, such as a cleric casting a spell or a paladin using Divine Smite, it must make a DC 16 Wisdom saving throw. On a failure, the spell, class feature, or other divine or celestial power is expended, but it has no effect."},{"name":"Construct Nature","desc":"The idolic deity doesn't require air, food, drink, or sleep."},{"name":"False Appearance","desc":"While the idolic deity remains motionless, it is indistinguishable from a normal statue."},{"name":"Incorporeal Movement","desc":"The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":239,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_idolic-deity/"},{"slug":"malakbel-tob1-2023","desc":"False","name":"Malakbel","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8 + 48","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":19,"intelligence":13,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":17,"skills":{"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, radiant, poison","condition_immunities":"blinded, poisoned","senses":"truesight 30 ft., passive Perception 17","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The malakbel makes two Scorching Blast attacks."},{"name":"Scorching Blast","desc":"Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage."},{"name":"Searing Flare (Recharge 5-6)","desc":"The malakbel intensifies the heat and light it sheds to withering levels. Each creature in the bright light shed by the malakbel's Blistering Radiance trait must make a DC 16 Constitution saving throw. On a failure, a creature takes 13 (3d8) fire damage and 22 (4d10) radiant damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion."},{"name":"Teleport","desc":"The malakbel magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Blistering Radiance","desc":"The malakbel sheds searing, bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of the malakbel's turns, each creature in the bright light shed by the malakbel takes 11 (2d10) radiant damage. If any of the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell creating the darkness is dispelled."},{"name":"Distortion","desc":"Ranged attacks against the malakbel are made with disadvantage."},{"name":"Magic Resistance","desc":"The malakbel has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":13,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_malakbel/"},{"slug":"moonlitking-tob1-2023","desc":"False","name":"Moonlit King","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Neutral Good","armor_class":17,"armor_desc":"natural armor","hit_points":204,"hit_dice":"24d8 + 96","speed":{"walk":30},"strength":16,"dexterity":20,"constitution":18,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":10,"charisma_save":11,"perception":20,"skills":{"Arcana":11,"Perception":10},"damage_vulnerabilities":"False","damage_resistances":"acid; bludgeoning, piercing, and slashing from attacks not made with cold iron weapons","damage_immunities":"cold, fire, poison","condition_immunities":"charmed, frightened, poisoned","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 20","languages":"Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral, telepathy 120 ft.","challenge_rating":"17","cr":17.0,"actions":[{"name":"Crystal Staff","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage."},{"name":"Moon Bolt","desc":"Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 27 (4d10 + 5) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 (2d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its true form."},{"name":"Animate Shadows (Recharge 5-6)","desc":"The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and attack their owners. Each target must make a DC 19 Dexterity saving throw. On a failure, a creature takes 49 (14d6) necrotic damage, and its Strength score is reduced by 1d4. On a success, a creature takes half the damage, and its Strength score isn't reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Strength to 0."},{"name":"Summon Devil (1/Day)","desc":"The Moonlit King magically calls a lunar devil to aid him. The devil arrives in 1d4 rounds, acting as ally of the Moonlit King and obeying his spoken commands. The devil remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action."},{"name":"Spellcasting","desc":"The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 19):\nAt will: continual flame, invisibility (self only), moonbeam, zone of truth\n3/day each: dispel evil and good, dispel magic, major image\n1/day each: heal, project image"}],"bonus_actions":[{"name":"Moonlight Step","desc":"The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight."}],"reactions":[{"name":"Shadow Slip","desc":"When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The attack roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the attack."}],"legendary_desc":"The Moonlit King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Moonlit King regains spent legendary actions at the start of his turn.","legendary_actions":[{"name":"Move","desc":"The Moonlit King moves up to his speed without provoking opportunity attacks."},{"name":"Shift Moonlight","desc":"The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa."},{"name":"Attack (Costs 2 Actions)","desc":"The Moonlit King makes a Crystal Staff or Moon Bolt attack."},{"name":"Spread Madness (Costs 2 Actions)","desc":"Each creature within 30 feet of the Moonlit King must succeed on a DC 19 Wisdom saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the Moonlit King fails a saving throw, he can choose to succeed instead."},{"name":"Moonlit Weapons","desc":"The Moonlit King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) radiant damage (included in the attack)."}],"spell_list":[],"page_no":176,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_moonlit-king/"},{"slug":"pactvampire-tob1-2023","desc":"False","name":"Pact Vampire","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Evil Alignment","armor_class":16,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d8 + 102","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":22,"intelligence":17,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":10,"perception":17,"skills":{"Perception":7,"Persuasion":10,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"the languages it knew in life","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The pact vampire makes three Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage."},{"name":"Call Blood","desc":"The pact vampire draws the blood out of a bleeding creature's body, where it flows through the air into the vampire's mouth. One creature the vampire can see within 60 feet of it that doesn't have all its hp and isn't a Construct or Undead must succeed on a DC 18 Constitution saving throw or take 22 (4d10) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."},{"name":"Charm","desc":"One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours."},{"name":"Children of the Lower Planes (1/Day)","desc":"The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":"The pact vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"The pact vampire moves up to its speed without provoking opportunity attacks."},{"name":"Call Blood (Costs 2 Actions)","desc":"The pact vampire uses Call Blood."},{"name":"Spread Poison (Costs 2 Actions)","desc":"The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn."}],"special_abilities":[{"name":"Blood Sense","desc":"The pact vampire can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Legendary Resistance (3/Day)","desc":"If the pact vampire fails a saving throw, it can choose to succeed instead."},{"name":"Poisonous Blood","desc":"A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage."},{"name":"Regeneration","desc":"The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn."},{"name":"Undead Nature","desc":"The pact vampire doesn't require air."},{"name":"Vampire Weaknesses","desc":"The pact vampire has the following flaws:"}],"spell_list":[],"page_no":380,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_pact-vampire/"},{"slug":"planewatcher-tob1-2023","desc":"False","name":"Planewatcher","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"plate","hit_points":136,"hit_dice":"16d8 + 64","speed":{"walk":90,"fly":30},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":18,"skills":{"Athletics":8,"Insight":8,"Perception":8,"Survival":8},"damage_vulnerabilities":"False","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"truesight 120 ft., passive Perception 18","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum."},{"name":"Radiant Lasso","desc":"Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 22 (4d6 + 4) radiant damage, and the target is grappled (escape DC 16) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is restrained, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it."},{"name":"Enervating Blast","desc":"Melee or Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 23 (4d8 + 5) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn."},{"name":"Planar Ultimatum","desc":"The planewatcher demands one creature grappled by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a DC 17 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the geas spell for 30 days, which compels the creature to return to its home plane as soon as possible."}],"bonus_actions":[{"name":"Reel","desc":"The planewatcher pulls a creature grappled by it up to 25 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The planewatcher has advantage on saving throws against spells and other magical effects."},{"name":"Planar Sense","desc":"The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it."},{"name":"Plane Bound","desc":"The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave."},{"name":"Word-Bound","desc":"The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the banishment spell as a bonus action (spell save DC 17) on that creature."}],"spell_list":[],"page_no":293,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_planewatcher/"},{"slug":"skeinwitch-tob1-2023","desc":"False","name":"Skein Witch","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Neutral","armor_class":20,"armor_desc":"natural armor","hit_points":162,"hit_dice":"25d8 +50","speed":{"walk":30,"fly":30},"strength":6,"dexterity":12,"constitution":14,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":9,"charisma_save":9,"perception":23,"skills":{"History":7,"Insight":13,"Perception":13},"damage_vulnerabilities":"False","damage_resistances":"radiant","damage_immunities":"fire, lightning, psychic","condition_immunities":"False","senses":"truesight 60 ft., passive Perception 23","languages":"Celestial, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest."},{"name":"Inexorable Thread","desc":"Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (5d8 + 5) radiant damage."},{"name":"Destiny Distortion Wave (Recharge 5-6)","desc":"The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as incapacitated or poisoned, those conditions are randomly redistributed among all the creatures that failed the saving throw."},{"name":"Bind Fates (1/Day)","desc":"One creature within 60 feet of the skein witch must succeed on a DC 17 Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or heroes' feast spell or similar magic."}],"bonus_actions":[{"name":"Fate's Step","desc":"The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action."}],"reactions":[{"name":"Parry Spell","desc":"If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fate's Resistance (3/Day)","desc":"If the skein witch fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The skein witch has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":328,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_skein-witch/"},{"slug":"stardrake-tob1-2023","desc":"False","name":"Star Drake","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":19,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10 + 90","speed":{"walk":100,"fly":40},"strength":20,"dexterity":17,"constitution":21,"intelligence":16,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":10,"intelligence_save":null,"wisdom_save":12,"charisma_save":10,"perception":22,"skills":{"Arcana":8,"History":8,"Insight":12,"Perception":12,"Religion":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"blinded, charmed, frightened, paralyzed","senses":"truesight 120 ft., passive Perception 22","languages":"Abyssal, Celestial, Common, Draconic, Infernal, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The drake makes one Bite attack and two Claw attacks, or it makes four Searing Star attacks. If two Searing Star attacks hit one creature, that creature must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 18 (4d8) force damage."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 18 (4d8) force damage."},{"name":"Searing Star","desc":"Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 14 (2d6 + 7) radiant damage plus 9 (2d8) force damage."},{"name":"Planar Traveler","desc":"The star drake can transport itself to a different plane of existence. This works like the plane shift spell, except the drake can affect only itself and can't use this action to banish an unwilling creature to another plane."},{"name":"Plane-Altered Breath (Recharge 5-6)","desc":"The drake exhales raw magic in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The drake has advantage on saving throws against spells and other magical effects."},{"name":"Nimbus of Swirling Stars","desc":"At the start of each of the drake's turns, each creature within 10 feet of it and that can see it must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn."},{"name":"Planar Weapons","desc":"The drake's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack)."}],"spell_list":[],"page_no":146,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_star-drake/"},{"slug":"urochar-tob1-2023","desc":"False","name":"Urochar","size":"Huge","type":"Aberration","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12 + 133","speed":{"walk":40},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":8,"charisma_save":11,"perception":18,"skills":{"Perception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 18","languages":"understands Darakhul and Void Speech but can’t speak","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The urochar can use its Paralyzing Gaze. It then makes four Tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The urochar has four tentacles, each can grapple only one target."},{"name":"Paralyzing Gaze","desc":"The urochar turns its eerie gaze upon one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the urochar's Paralyzing Gaze for the next 24 hours."},{"name":"Strangling Grasp","desc":"Each creature grappled by the urochar must make a DC 19 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and can't breathe until the grapple ends. On a success, a creature takes half the damage and can still breathe."}],"bonus_actions":[{"name":"Hidden Step","desc":"The urochar magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer grappled and don't teleport with it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mind-Rending Death","desc":"When the urochar dies, it releases all the fear it consumed in its lifetime in a single, mind-rending wave. Each creature within 30 feet of it must succeed on a DC 19 Charisma saving throw or be frightened for 1 minute. A frightened creature takes 14 (4d6) psychic damage at the start of each of its turns. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Rubbery Body","desc":"The urochar's body is rubbery with few bones, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The urochar's destination must still have suitable room to accommodate its volume."},{"name":"Spider Climb","desc":"The urochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":374,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_urochar/"},{"slug":"deva","desc":"","name":"Deva","size":"Medium","type":"Celestial","subtype":"","group":"Angels","alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d8+64","speed":{"walk":30,"fly":90},"strength":18,"dexterity":18,"constitution":18,"intelligence":17,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 120 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The deva makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.","attack_bonus":8,"damage_dice":"1d6+4d8","damage_bonus":4},{"name":"Healing Touch (3/Day)","desc":"The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness."},{"name":"Change Shape","desc":"The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Weapons","desc":"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)."},{"name":"Innate Spellcasting","desc":"The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead"},{"name":"Magic Resistance","desc":"The deva has advantage on saving throws against spells and other magical effects."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/commune/?format=json","https://api-beta.open5e.com/v2/spells/raise-dead/?format=json"],"page_no":261,"environments":["Temple","Astral Plane"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_deva/"},{"slug":"djinni","desc":"","name":"Djinni","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d10+84","speed":{"walk":30,"fly":90},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The djinni makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).","attack_bonus":9,"damage_dice":"2d6+1d6","damage_bonus":5},{"name":"Create Whirlwind","desc":"A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/wind-walk/?format=json","https://api-beta.open5e.com/v2/spells/conjure-elemental/?format=json","https://api-beta.open5e.com/v2/spells/creation/?format=json","https://api-beta.open5e.com/v2/spells/gaseous-form/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json"],"page_no":310,"environments":["Desert","Plane Of Air","Coastal"],"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_djinni/"},{"slug":"kraken","desc":"","name":"Kraken","size":"Gargantuan","type":"Monstrosity","subtype":"titan","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":472,"hit_dice":"27d20+189","speed":{"walk":20,"swim":60},"strength":30,"dexterity":11,"constitution":25,"intelligence":22,"wisdom":18,"charisma":20,"strength_save":17,"dexterity_save":7,"constitution_save":14,"intelligence_save":13,"wisdom_save":11,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"frightened, paralyzed","senses":"truesight 120 ft., passive Perception 14","languages":"understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.","challenge_rating":"23","cr":23.0,"actions":[{"name":"Multiattack","desc":"The kraken makes three tentacle attacks, each of which it can replace with one use of Fling."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.","attack_bonus":7,"damage_dice":"3d8","damage_bonus":10},{"name":"Tentacle","desc":"Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.","attack_bonus":7,"damage_dice":"3d6","damage_bonus":10},{"name":"Fling","desc":"One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone."},{"name":"Lightning Storm","desc":"The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Tentacle Attack or Fling","desc":"The kraken makes one tentacle attack or uses its Fling."},{"name":"Lightning Storm (Costs 2 Actions)","desc":"The kraken uses Lightning Storm."},{"name":"Ink Cloud (Costs 3 Actions)","desc":"While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn."}],"special_abilities":[{"name":"Amphibious","desc":"The kraken can breathe air and water."},{"name":"Freedom of Movement","desc":"The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled."},{"name":"Siege Monster","desc":"The kraken deals double damage to objects and structures."}],"spell_list":[],"page_no":324,"environments":["Underwater","Plane Of Water","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_kraken/"},{"slug":"marilith","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40},"strength":18,"dexterity":20,"constitution":20,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":9,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith can make seven attacks: six with its longswords and one with its tail."},{"name":"Longsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":4},{"name":"Teleport","desc":"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The marilith's weapon attacks are magical."},{"name":"Reactive","desc":"The marilith can take one reaction on every turn in combat."}],"spell_list":[],"page_no":272,"environments":["Abyss"],"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_marilith/"},{"slug":"rakshasa","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":18,"intelligence":13,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two claw attacks"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Magic Immunity","desc":"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."},{"name":"Innate Spellcasting","desc":"The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing"}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=json","https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/minor-illusion/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/invisibility/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/dominate-person/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/plane-shift/?format=json","https://api-beta.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":341,"environments":["Urban","Desert","Abyss","Forest","Grassland","Jungle","Hills","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rakshasa/"},{"slug":"succubusincubus","desc":"","name":"Succubus/Incubus","size":"Medium","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d8+12","speed":{"walk":30,"fly":60},"strength":8,"dexterity":17,"constitution":13,"intelligence":15,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"deception":9,"insight":5,"perception":5,"persuasion":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claw (Fiend Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Charm","desc":"One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.\nThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends."},{"name":"Draining Kiss","desc":"The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","attack_bonus":0,"damage_dice":"5d10","damage_bonus":5},{"name":"Etherealness","desc":"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telepathic Bond","desc":"The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence."},{"name":"Shapechanger","desc":"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."}],"spell_list":[],"page_no":349,"environments":["Any","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_succubusincubus/"},{"slug":"young-gold-dragon","desc":"","name":"Young Gold Dragon","size":"Large","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"fly":80,"swim":40},"strength":23,"dexterity":14,"constitution":21,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":9,"skills":{"insight":5,"perception":9,"persuasion":9,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":300,"environments":["Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-gold-dragon/"},{"slug":"ancient-imperial-dragon","desc":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License","name":"Ancient Imperial Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":22,"armor_desc":"natural armor","hit_points":546,"hit_dice":"28d20+252","speed":{"swim":40,"walk":40,"fly":80},"strength":30,"dexterity":12,"constitution":29,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":17,"intelligence_save":null,"wisdom_save":12,"charisma_save":13,"perception":20,"skills":{"arcana":13,"history":13,"insight":12,"perception":20,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 30","languages":"all","challenge_rating":"26","cr":26.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.","attack_bonus":18,"damage_dice":"2d10+10"},{"name":"Claw","desc":"Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.","attack_bonus":18,"damage_dice":"2d6+10"},{"name":"Tail","desc":"Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.","attack_bonus":18,"damage_dice":"2d8+10"},{"name":"Mesmerizing Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Mesmerizing Presence for the next 24 hours."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Change Shape","desc":"The imperial dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\n\nThe dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Truespeak","desc":"The dragon can communicate with any living creature as if they shared a language."},{"name":"Innate Spellcasting","desc":"The imperial dragon's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components.\nAt will: control water, fog cloud, gust of wind, stinking cloud\n3/day each: cloudkill, control weather\n1/day each: legend lore, storm of vengeance"}],"spell_list":[],"page_no":117,"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_ancient-imperial-dragon/"},{"slug":"angel-of-judgment","desc":"With faces of light and stern appraisal, these angels see both sides and render a verdict._  \nAngels of judgment are cosmic agents of balance. Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent.  \n**Two-Faced.** Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge. When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel.  \n**Witnesses to History.** In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony. Even then, they prefer to send Open Game License","name":"Angel of Judgment","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"neutral","armor_class":19,"armor_desc":"natural armor","hit_points":229,"hit_dice":"17d12+119","speed":{"walk":40,"fly":120},"strength":23,"dexterity":18,"constitution":25,"intelligence":22,"wisdom":24,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":12,"wisdom_save":13,"charisma_save":11,"perception":13,"skills":{"history":12,"investigation":12,"perception":13,"religion":12},"damage_vulnerabilities":"","damage_resistances":"necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 23","languages":"all, telepathy 120 ft.","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"The angel of judgment makes two melee attacks."},{"name":"Greataxe","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 27 (6d8) force damage.","attack_bonus":12,"damage_dice":"3d12+6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Change Face","desc":"As a bonus action, the angel of judgment can change its face and demeanor to exhibit aspects of chaos or law, as needed by its assignment. It can have only one face active at a time and can end the effect on its turn as a bonus action. \n* Face of Chaos. The angel of judgment becomes a harbinger of chaos. It is treated as a fiend by spells and other magical effects that affect fiends and has advantage on attack rolls against celestials and devils. \n* Face of Law. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead."},{"name":"Divine Awareness","desc":"The angel of judgment knows if it hears a lie."},{"name":"Magic Resistance","desc":"The angel of judgment has advantage on saving throws against spells and other magical effects."},{"name":"Penance Gaze","desc":"When a creature that can see the angel of judgment's eyes starts its turn within 30 feet of the angel, the angel can force it to make a DC 18 Wisdom saving throw if the angel isn't incapacitated and can see the creature. On a failure, the creature is stunned until the start of its next turn. On a success, the creature is restrained. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the angel until the start of its next turn, when it can avert its eyes again. If the creature looks at the angel in the meantime, it must immediately make the save."},{"name":"Weapons of Balance","desc":"The angel of judgment's weapon attacks are magical. When the angel of judgment hits with any weapon, the weapon deals an extra 6d8 force damage (included in the attack)."},{"name":"Innate Spellcasting","desc":"The angel of judgment's spellcasting ability is Charisma (spell save DC 19). The angel can cast the following spells, requiring no material components:\nAt will: detect evil and good, detect magic, detect thoughts, invisibility (self only)\n3/day each: calm emotions, dispel evil and good, speak with dead\n1/day each: divine word, holy aura, raise dead"}],"spell_list":[],"page_no":16,"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_angel-of-judgment/"},{"slug":"angelic-enforcer","desc":"A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._  \nAngelic enforcers are lion-headed celestials that hunt rogue angels.  \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial.  \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place.  \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.","name":"Angelic Enforcer","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30,"fly":90},"strength":22,"dexterity":18,"constitution":18,"intelligence":18,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":9,"perception":9,"skills":{"insight":9,"intimidation":9,"perception":9,"survival":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"radiant","condition_immunities":"charmed, exhaustion, frightened","senses":"truesight 120 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The angelic enforcer makes two melee attacks, but can use its bite only once."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Greatsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.","attack_bonus":10,"damage_dice":"4d6+6"},{"name":"Change Shape","desc":"The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blazing Weapons","desc":"The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)."},{"name":"Divine Awareness","desc":"The angelic enforcer knows if it hears a lie."},{"name":"Magic Resistance","desc":"The enforcer has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good"}],"spell_list":[],"page_no":17,"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_angelic-enforcer/"},{"slug":"astri","desc":"Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._  \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help.  \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes.  \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.","name":"Astri","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":15,"armor_desc":null,"hit_points":112,"hit_dice":"15d6+60","speed":{"burrow":30,"walk":30},"strength":12,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":6,"skills":{"perception":6,"stealth":8,"survival":9},"damage_vulnerabilities":"","damage_resistances":"poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astri makes three bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Healing Touch (3/Day)","desc":"The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness."}],"bonus_actions":null,"reactions":[{"name":"Defensive Counter","desc":"When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Enforce Good Deeds","desc":"A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion."},{"name":"Helping Hand","desc":"The astri can take the Help action as a bonus action on each of its turns."},{"name":"Magic Resistance","desc":"The astri has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The astri's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse"}],"spell_list":[],"page_no":31,"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_astri/"},{"slug":"helashruu","desc":"An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._  \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible.  \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.","name":"Helashruu","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"fly":50,"walk":0,"hover":true},"strength":20,"dexterity":15,"constitution":20,"intelligence":14,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":13,"skills":{"perception":13},"damage_vulnerabilities":"bludgeoning, thunder","damage_resistances":"acid, cold, fire, lightning, piercing, psychic","damage_immunities":"slashing","condition_immunities":"charmed, paralyzed, petrified, prone","senses":"truesight 90 ft., passive Perception 23","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The helashruu uses Trap Life if it can. It then makes four shard whip attacks."},{"name":"Shard Whip","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","attack_bonus":10,"damage_dice":"3d6+5"},{"name":"Reflect Energy (Recharge 5-6)","desc":"The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force."},{"name":"Trap Life (Recharge 6)","desc":"One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu."},{"name":"Teleport","desc":"The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Dimensional Hop (3/Day)","desc":"The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting (1/Day)","desc":"The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":197,"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_helashruu/"},{"slug":"huli-jing","desc":"A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails._  \n**Canine Animosity.** Dogs are not fooled by the huli jing’s deceptions. No matter how a huli jing tries to hide its true nature, it can’t hide its fox scent from dogs.  \n**Energy Feeders.** The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey’s aid.  \n**Symbols of Luck or Curses.** The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing’s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.","name":"Huli Jing","size":"Medium","type":"Fey","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":130,"hit_dice":"20d8+40","speed":{"walk":40},"strength":15,"dexterity":18,"constitution":14,"intelligence":16,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":11,"skills":{"perception":11,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 21","languages":"Common, Elvish, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"In fox form, the huli jing uses Curse of Luck then makes two bite attacks. In humanoid form, it uses Curse of Luck then makes three jade dagger attacks."},{"name":"Bite (True Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 911 (2d6 + 4) piercing damage and 14 (4d6) psychic damage.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Jade Dagger (Humanoid Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 7 (2d6) psychic damage","attack_bonus":8,"damage_dice":"1d4+4"},{"name":"Curse of Luck","desc":"Each creature of the huli jing's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the huli jing's Curse of Luck for the next 24 hours. Alternatively, the huli jing can choose up to three willing creatures within 60 feet of it. Each target has advantage on attack rolls and saving throws for 1 minute."},{"name":"Draining Glance (Recharge 5-6)","desc":"The huli jing draws sustenance from the psyches of living creatures in a 30-foot cone. Each creature in the area that isn't a construct or an undead must make a DC 16 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The huli jing regains hp equal to the single highest amount of psychic damage dealt."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The huli jing can use its action to polymorph into a Medium female human of unearthly beauty, or back into its true, nine-tailed fox form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The huli jing's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: charm person, invisibility (self only), major image\n3/day each: cure wounds, disguise self, fear\n2/day each: bestow curse, confusion\n1/day each: divination, modify memory"}],"spell_list":[],"page_no":204,"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_huli-jing/"},{"slug":"incarnate-gloom","desc":"This inky black cloud exudes a terrible chill and seems to tear at the soul, inducing a feeling of despondency and loneliness._  \n**Despair Given Form.** Incarnate glooms result when a group of at least a dozen people suffer from hopelessness and die without receiving any relief from the feeling. This collective negative emotion coalesces into a nebulous form that seeks out more despair.  \n**Whispers in the Darkness.** An incarnate gloom takes perverse pleasure in picking off members of a large group one at a time. It surrounds a chosen victim and telepathically imparts a sense of isolation on its quarry.  \n**Will-o’-Wisp Symbiosis.** Incarnate glooms work with Open Game License","name":"Incarnate Gloom","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d20+16","speed":{"walk":0,"hover":true,"fly":40},"strength":4,"dexterity":19,"constitution":13,"intelligence":12,"wisdom":15,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":null,"skills":{"intimidation":10,"stealth":9},"damage_vulnerabilities":"radiant","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"truesight 120 ft., passive Perception 12","languages":"Common, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The incarnate gloom makes three attacks with its despairing touch."},{"name":"Despairing Touch","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) psychic damage.","attack_bonus":9,"damage_dice":"4d6+5"},{"name":"Engulf in Shadow","desc":"The incarnate gloom moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the gloom enters a creature's space, the creature must make a DC 18 Dexterity saving throw.\n\nOn a successful save, the creature can choose to sidestep to just outside the gloom's space. A creature that chooses not to sidestep suffers the consequences of a failed saving throw.\n\nOn a failed save, the gloom enters the creature's space, the creature takes 18 (4d8) necrotic damage, suffers one level of exhaustion, and is engulfed in shadow. The engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the gloom, and it takes 18 (4d8) necrotic damage at the start of each of the gloom's turns. When the gloom moves, the engulfed creature doesn't move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 18 Wisdom check. On a success, the creature escapes the gloom and enters a space of its choice within 5 feet of the gloom."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Calm Vulnerability","desc":"The incarnate gloom can be targeted by the calm emotions spell. If it fails the saving throw, it takes 11 (2d10) psychic damage at the start of each of its turns, as long as the spellcaster maintains concentration on the spell. If it succeeds on the saving throw, it takes 11 (2d10) psychic damage but isn't further affected by that casting of the spell."},{"name":"Deepening Gloom","desc":"A 30-foot radius of magical darkness extends out from the incarnate gloom at all times, moving with it and spreading around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. A successful dispel magic (DC 16) cast on the gloom suppresses this aura for 1 minute or until the incarnate gloom reduces a creature to 0 hp."},{"name":"Incorporeal Movement","desc":"The incarnate gloom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."}],"spell_list":[],"page_no":213,"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_incarnate-gloom/"},{"slug":"jack-of-strings","desc":"Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._  \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals.  \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face.  \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.","name":"Jack of Strings","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":14,"dexterity":19,"constitution":17,"intelligence":15,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":10,"performance":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Sylvan, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The jack of strings makes two mocking slap attacks."},{"name":"Mocking Slap","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.","attack_bonus":7,"damage_dice":"2d6+3"},{"name":"Animate Puppet","desc":"The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time."},{"name":"Puppet Link","desc":"One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The jack of strings has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":218,"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_jack-of-strings/"},{"slug":"mead-archon","desc":"An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn._  \nMead archons are the emissaries of deities who enjoy battle and strong drink.  \n**Fight Hard, Party Harder.** Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory.  \n**Divine Trainers.** When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses.  \n**Immortal Nature.** The mead archon doesn’t require food, drink, or sleep.","name":"Mead Archon","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"leather armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30,"fly":60},"strength":20,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"athletics":7},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"all, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack."},{"name":"Maul","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+5"},{"name":"Radiant Bolt","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Drunken Touch","desc":"The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success."},{"name":"Create Potion of Healing (1/Day)","desc":"The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form."},{"name":"Divine Guzzle (Recharge 4-6)","desc":"The mead archon drinks a pint of alcohol and chooses one of the following effects: \n* The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n* The archon has advantage on attack rolls and saving throws until the end of its next turn. \n* The archon regains 10 hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The mead archon has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The mead archon's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"The mead archon's spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth"}],"spell_list":[],"page_no":18,"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_mead-archon/"},{"slug":"onyx-magistrate","desc":"This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair._  \n**Grand Sculptures.** Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment.  \n**Judge, Jury, and Executioner.** Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a Open Game License","name":"Onyx Magistrate","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10+52","speed":{"fly":30,"walk":0,"hover":true},"strength":19,"dexterity":10,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"insight":8,"intimidation":8,"perception":8,"persuasion":8,"religion":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, psychic","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice."},{"name":"Scepter","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Necrotic Ray","desc":"Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.","attack_bonus":8,"damage_dice":"3d8+4"},{"name":"Dire Judgement (1/Day)","desc":"Each creature of the onyx magistrate's choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can't regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic."}],"bonus_actions":null,"reactions":[{"name":"Tip the Scales (Recharge 5-6)","desc":"The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The onyx magistrate is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The onyx magistrate has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The onyx magistrate's weapon attacks are magical."}],"spell_list":[],"page_no":276,"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_onyx-magistrate/"},{"slug":"virtuoso-lich","desc":"The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._  \nA virtuoso lich is an artist whose love of art sustains it beyond death.  \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery.  \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature.  \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep.  \n\n## A Virtuoso Lich’s Lair\n\n  \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","name":"Virtuoso Lich","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"any evil alignment","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":15,"intelligence":15,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":9,"perception":5,"skills":{"deception":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 15","languages":"Common, plus up to two other languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks."},{"name":"Artistic Flourish","desc":"Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Corrupted Art","desc":"The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points."},{"name":"Call Muse","desc":"The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Artistic Flourish","desc":"The lich makes one Artistic Flourish attack."},{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 3 Actions)","desc":"The lich casts a spell from its list of prepared spells, using a spell slot as normal."},{"name":"Unrestrained Art (Costs 3 Actions)","desc":"The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a saving throw, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saving throws against any effect that turns undead."},{"name":"Versatile Artist","desc":"At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."},{"name":"Spellcasting","desc":"The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion"}],"spell_list":[],"page_no":237,"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_virtuoso-lich/"},{"slug":"adult-sea-dragon","desc":"_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.","name":"Adult Sea Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"fly":80,"swim":60},"strength":25,"dexterity":10,"constitution":23,"intelligence":17,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":11,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":12,"skills":{"perception":12,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60ft, darkvision 120ft, passive Perception 22","languages":"Common, Draconic","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8"},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":135,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-sea-dragon/"},{"slug":"automata-devil","desc":"_A nightmare wrapped in chains and built of cutting cogs and whirring gears, an automata devil howls like a hurricane in battle. Once chain devils, automata devils have been promoted to greater power._  \n**Guards and Overseers.** Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories.  \n**Pierced by Chain and Wire.** This slender creature’s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror’s eyelids—both front and back pairs—have been sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders.  \n**Coiled Metal Whips.** The creature’s back is broad and massive. Its head is a black mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature’s stomach opens up like a second mouth, filled with spines.","name":"Automata Devil","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":40},"strength":24,"dexterity":17,"constitution":20,"intelligence":11,"wisdom":14,"charisma":19,"strength_save":11,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":null,"skills":{"athletics":11,"intimidation":8},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Common, Infernal; telepathy 100 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.","attack_bonus":11,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":11,"damage_dice":"2d6"},{"name":"Whip","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.","attack_bonus":11,"damage_dice":"1d8"},{"name":"Punishing Maw","desc":"If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 + 7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely \"spit out\"a creature or corpse during its turn, to free up the maw for another victim."},{"name":"Fear Aura","desc":"Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The automata devil has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: charm person, suggestion, teleport\n\n1/day each: banishing smite, cloudkill"}],"spell_list":[],"page_no":102,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_automata-devil/"},{"slug":"berstuc","desc":"_Although slightly stooped, this male figure is muscular and broad-shouldered. The creature’s head is lost in a riot of moss, and a thick mustache and beard reach almost to its waist._  \nThe hulking, moss-haired berstuc looks sculpted out of a primordial forest—and it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane.  \n_**Poisoned Fruit.**_ Berstuc prowl forests in search of travellers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travellers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes.  \n_**Verdant Nature.**_ The berstuc doesn’t require food or sleep.","name":"Berstuc","size":"Large","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"burrow":20},"strength":22,"dexterity":10,"constitution":20,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":10,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":null,"skills":{"deception":8,"nature":10,"stealth":4,"survival":6},"damage_vulnerabilities":"","damage_resistances":"acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Abyssal, Common, Sylvan; telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The berstuc makes three slam attacks and Absorbs once."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).","attack_bonus":10,"damage_dice":"2d8"},{"name":"Absorb","desc":"The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Presence","desc":"The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked."},{"name":"Magic Resistance","desc":"The berstuc has advantage on saving throws against spells and other magical effects."},{"name":"Twisted Path","desc":"The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours."},{"name":"Forest Camoflage","desc":"The berstuc's stealth bonus is increased to +8 in forest terrain."}],"spell_list":[],"page_no":76,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_berstuc/"},{"slug":"deep-one-archimandrite","desc":"_Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages._  \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.  \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.  \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.","name":"Deep One Archimandrite","size":"Large","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40,"swim":40},"strength":20,"dexterity":15,"constitution":17,"intelligence":12,"wisdom":17,"charisma":19,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":6,"skills":{"arcana":4,"perception":6},"damage_vulnerabilities":"fire","damage_resistances":"cold, thunder","damage_immunities":"","condition_immunities":"","senses":"darkvision 240 ft., passive Perception 16","languages":"Common, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"A deep one archimandrite makes one claw attack and 1 unholy trident attack."},{"name":"Claw","desc":"Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage."},{"name":"Unholy Trident","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.","attack_bonus":8,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"A deep one can breathe air or water with equal ease."},{"name":"Frenzied Rage","desc":"On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack."},{"name":"Innate Spellcasting","desc":"the deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: bless, revivify, sacred flame, shocking grasp, suggestion\n\n3/day each: charm person, lightning bolt, sanctuary, shatter\n\n1/day each: chain lightning, cone of cold, ice storm"},{"name":"Legendary Resistance (1/Day)","desc":"If the deep one archimandrite fails a saving throw, it can count it as a success instead."},{"name":"Lightless Depths","desc":"A deep one hybrid priest is immune to the pressure effects of the deep ocean."},{"name":"Voice of the Archimandrite","desc":"With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly."}],"spell_list":[],"page_no":74,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_deep-one-archimandrite/"},{"slug":"eleinomae","desc":"_Eleinomae, or marsh nymphs, are beautiful fey who hold sway over many wetlands, from the chill to the tropical. They wear distinctive dresses fashioned from reeds and water lilies._  \n**Nets for Travelers.** Eleinomae are cruel and depraved creatures that seduce travelers with charms and illusions, then lead them to a watery grave. To capture their victims, eleinomae weave a net from swamp reeds and grasses, and decorate it with beautiful blossoms that release an intoxicating, bewitching aroma.  \n**Aquatic Cemeteries.** They are known to keep the most handsome captives as companions—for a time, at least, but they invariably grow weary of their company and drown them. Many eleinomae preserve the bodies of previous mates in aquatic cemeteries where the corpses float among fields of water lilies, and they spend much time singing to the dead. Such watery graveyards are often guarded by charmed allies of the eleinomae or other caretakers.  \n**Vain Singers.** While eleinomae have few weaknesses, their vanity and overconfidence can be exploited to vanquish them. They are proud of their sweet voices and clever creation of songs and harmonies.","name":"Eleinomae","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"swim":30},"strength":13,"dexterity":19,"constitution":16,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":4,"dexterity_save":7,"constitution_save":6,"intelligence_save":5,"wisdom_save":5,"charisma_save":7,"perception":5,"skills":{"deception":7,"insight":5,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"Aquan, Common, Elvish, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The eleinomae makes three dagger attacks and one reed flower net attack."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Reed Flower Net","desc":"Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).","attack_bonus":7,"damage_dice":"0"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Unearthly Grace","desc":"The eleinomae's Charisma modifier is added to its armor class (included above)."},{"name":"Reed Walk","desc":"The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment."},{"name":"Innate Spellcasting","desc":"the eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights\n\n3/day each: charm person, suggestion\n\n2/day each: hallucinatory terrain, major image"}],"spell_list":[],"page_no":168,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eleinomae/"},{"slug":"mirror-hag","desc":"_A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face._  \n**Hideous Hex.** Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them.  \n**Warped Features.** Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it.  \n**Mirror Covens.** Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags.","name":"Mirror Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d8+96","speed":{"walk":30,"fly":10},"strength":15,"dexterity":16,"constitution":22,"intelligence":12,"wisdom":14,"charisma":19,"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":"thunder","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"A mirror hag can use its Reconfiguring Curse and make one melee attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.","attack_bonus":6,"damage_dice":"4d8"},{"name":"Quarterstaff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Reconfiguring Curse","desc":"The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, inflict wounds (4d10), message, ray of enfeeblement\n\n1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport"},{"name":"Magic Resistance","desc":"The hag has advantage on saving throws against spells and other magical effects."},{"name":"Confounding Ugliness","desc":"When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn."}],"spell_list":[],"page_no":243,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mirror-hag/"},{"slug":"nichny","desc":"_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._  \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests.  \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false.  \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.","name":"Nichny","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30,"climb":30},"strength":17,"dexterity":19,"constitution":17,"intelligence":18,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"acrobatics":7,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"poison","condition_immunities":"charmed, frightened, paralyzed, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 17","languages":"Elvish, Primordial, Sylvan, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The nichny makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Freedom of Movement","desc":"A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack."},{"name":"Imbue Luck (1/Day)","desc":"Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours."},{"name":"Innate Spellcasting","desc":"the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall"},{"name":"Luck Aura","desc":"A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action."},{"name":"Magic Resistance","desc":"The nichny has advantage on saving throws against spells and other magical effects."},{"name":"Soothsaying","desc":"Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true."}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_nichny/"},{"slug":"sandman","desc":"_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._  \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.  \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.  \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.","name":"Sandman","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":40},"strength":11,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 12","languages":"Common, Celestial, Giant, Infernal, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sandman makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eye-Closer's Curse","desc":"If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic."},{"name":"Innate Spellcasting","desc":"the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)"},{"name":"Stuff of Dreams","desc":"Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage."},{"name":"Surprise Attack","desc":"If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack."}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sandman/"},{"slug":"selang","desc":"_This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae._  \n**Dark Satyrs.** The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.  \n**Battle Song and Laughter.** Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech.  \n**Blasphemous Music.** Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.","name":"Selang","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":40},"strength":18,"dexterity":15,"constitution":18,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":6,"skills":{"perception":6,"performance":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The selang makes two dagger attacks or two shortbow attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Sleep Poison","desc":"An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake."},{"name":"Alien Piping","desc":"A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, minor illusion\n\n3/day each: alter self, fear, sleep, suggestion"}],"spell_list":[],"page_no":341,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_selang/"},{"slug":"shadow-beast","desc":"_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":135,"hit_dice":"18d8+54","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":18,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Elvish, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shadow beast makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Shadow Push (Recharge 5-6)","desc":"The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow beast can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Incorporeal Movement","desc":"The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"},{"name":"Magic Resistance","desc":"The beast has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":345,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadow-beast/"},{"slug":"umbral-vampire","desc":"","name":"Umbral Vampire","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":84,"hit_dice":"13d8+26","speed":{"hover":true,"walk":0,"fly":40},"strength":1,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Umbral Grasp","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"},{"name":"Shadow Blend","desc":"When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."},{"name":"Strike from Shadow","desc":"The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."},{"name":"Sunlight Sensitivity","desc":"While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":397,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_umbral-vampire/"},{"slug":"young-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Young Void Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"hover":true,"walk":40,"fly":80},"strength":20,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"arcana":10,"history":10,"perception":8,"persuasion":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 30ft, darkvision 120ft, passive Perception 18","languages":"Common, Draconic, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon."},{"name":"Falling damage in the area increases to 1d10 per 10 feet fallen","desc":"When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-void-dragon/"},{"slug":"ancient-light-dragon","desc":"","name":"Ancient Light Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":22,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"fly":80,"walk":40},"strength":26,"dexterity":10,"constitution":27,"intelligence":18,"wisdom":20,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":12,"charisma_save":11,"perception":12,"skills":{"arcana":11,"nature":11,"perception":12,"persuasion":11,"religion":11},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"blinded","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 22","languages":"Celestial, Draconic","challenge_rating":"22","cr":22.0,"actions":[{"attack_bonus":15,"damage_dice":"2d10+8","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","name":"Bite"},{"attack_bonus":15,"damage_dice":"2d6+8","desc":"Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","name":"Claw"},{"attack_bonus":15,"damage_dice":"2d8+8","desc":"Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 23 Wisdom saving throw or be turned for 1 minute. Undead of CR 3 or lower who fail the saving throw are instantly destroyed.","name":"Breath Weapon (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"The dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The dragon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.","name":"Illumination"},{"desc":"The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"The light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.","name":"Void Traveler"}],"spell_list":[],"page_no":170,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-light-dragon/"},{"slug":"ancient-wasteland-dragon","desc":"","name":"Ancient Wasteland Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":22,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"burrow":30,"climb":40,"fly":80,"walk":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"perception":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"23","cr":23.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":16,"damage_dice":"2d10+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.","name":"Bite"},{"attack_bonus":16,"damage_dice":"2d6+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.","name":"Claw"},{"attack_bonus":16,"damage_dice":"2d8+9","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-wasteland-dragon/"},{"slug":"ankou-soul-herald","desc":"","name":"Ankou Soul Herald","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"fly":80,"walk":40},"strength":25,"dexterity":10,"constitution":27,"intelligence":17,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":11,"charisma_save":11,"perception":18,"skills":{"perception":18,"persuasion":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 28","languages":"all","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.","name":"Bite"},{"attack_bonus":14,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","name":"Claw"},{"attack_bonus":14,"damage_dice":"2d8+7","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.","name":"Horrifying Presence"},{"desc":"The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.","name":"Detect"},{"desc":"The ankou makes a tail attack.","name":"Tail Attack"},{"desc":"The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Envelope in Shadow (Costs 2 Actions)"}],"special_abilities":[{"desc":"Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:\nResistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.\nImmunity to the grappled, paralyzed, petrified, prone, and restrained conditions\nThe ankou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\nThe cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Ghostly Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.","name":"Death's Apotheosis"},{"desc":"If the ankou fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":37,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ankou-soul-herald/"},{"slug":"dhampir-commander","desc":"","name":"Dhampir Commander","size":"Medium","type":"Humanoid","subtype":"dhampir","group":null,"alignment":"any alignment","armor_class":17,"armor_desc":"studded leather, shield","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":14,"dexterity":17,"constitution":16,"intelligence":14,"wisdom":12,"charisma":19,"strength_save":5,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":7,"perception":null,"skills":{"athletics":5,"deception":7,"intimidation":7,"persuasion":7,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The dhampir makes four rapier or four shortbow attacks. It can make a grapple attack or Dark Thirst attack in place of any attack.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Rapier"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Shortbow"},{"attack_bonus":6,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the dhampir, incapactitated, or restrained. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The dhampir commander regains hp equal to the amount of necrotic damage dealt.","name":"Dark Thirst"},{"desc":"The dhampir magically beguiles the mind of one humanoid it can see within 30 feet for 1 hour. The target must succeed on a DC 15 Charisma saving throw or the dhampir has advantage on Charisma checks against the target. If the dhampir or any of its allies damage the target, the effect ends. If the target's saving throw is successful or the effect ends, the target is immune to this dhampir's Predatory Charm for the next 24 hours. A creature immune to being charmed is immune to this effect. A dhampir can have only one target affected by its Predatory Charm at a time. If it uses its Predatory Charm on another target, the effect on the previous target ends.","name":"Predatory Charm"},{"desc":"For 1 minute, the dhampir can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the dhampir. A creature can benefit from only one Leadership die at a time. This effect ends if the dhampir is incapacitated. Dinosaur","name":"Leadership (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each ally within 30 feet of the dhampir that can see it can make one melee attack as a bonus action.","name":"Inspiring Savagery"},{"desc":"The dhampir has advantage on saving throws against disease.","name":"Undead Resistance"}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dhampir-commander/"},{"slug":"enchanter","desc":"","name":"Enchanter","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"any alignment","armor_class":12,"armor_desc":"15 with mage armor","hit_points":58,"hit_dice":"13d8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":19,"wisdom":13,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":7,"wisdom_save":null,"charisma_save":7,"perception":4,"skills":{"arcana":7,"history":7,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"},{"desc":"The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours.","name":"Captivating Gaze"}],"bonus_actions":null,"reactions":[{"desc":"When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn.","name":"Beguiling Parry (Recharge 4-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep.","name":"Fey Ancestry"},{"desc":"When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.","name":"Reach of the Fey"},{"desc":"The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared: \nCantrips (at will): dancing lights, friends, mage hand, message, prestidigitation\n1st level (4 slots): charm person*, hideous laughter*, magic missile\n2nd level (3 slots): hold person*, invisibility, suggestion*\n3rd level (3 slots): hypnotic pattern, lightning bolt\n4th level (3 slots): confusion*, conjure minor elementals\n5th level (2 slots): dominate person*, hold monster*, mislead, modify memory*\n6th level (1 slots): irresistible dance*, chain lightning\n7th level (1 slot): prismatic spray*\nEnchantment spell of 1st level or higher","name":"Spellcasting"}],"spell_list":[],"page_no":143,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_enchanter/"},{"slug":"ghost-dragon","desc":"","name":"Ghost Dragon","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"any alignment","armor_class":14,"armor_desc":null,"hit_points":126,"hit_dice":"23d10","speed":{"fly":60,"walk":0},"strength":10,"dexterity":19,"constitution":10,"intelligence":14,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 17","languages":"any languages it knew in life","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ghost dragon makes one claw attack and one withering bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Claw"},{"attack_bonus":8,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.","name":"Withering Bite"},{"desc":"The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.","name":"Etherealness"},{"desc":"The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Horrifying Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"}],"spell_list":[],"page_no":170,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ghost-dragon/"},{"slug":"kinnara","desc":"","name":"Kinnara","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"fly":50,"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":13,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{"insight":5,"performance":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"all, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortbow"},{"desc":"The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Discordant Refrain (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.","name":"Share the Pain"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).","name":"Angelic Weapons"},{"desc":"The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.","name":"Eternal Lovers"},{"desc":"The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\nAt will: detect good and evil, guidance, light, spare the dying\n3/day each: charm person, sleep, healing word\n1/day each: calm emotions, enthrall, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kinnara/"},{"slug":"matriarch-serpentine-lamia","desc":"","name":"Matriarch Serpentine Lamia","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"climb":20,"swim":20,"walk":40},"strength":12,"dexterity":17,"constitution":16,"intelligence":8,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":10,"intimidation":10,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The matriarch serpentine lamia makes three attacks, but can use her constrict and Debilitating Touch attacks only once each.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Scimitar"},{"attack_bonus":6,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the matriarch can automatically hit the target with her constrict, and the she can't constrict another target.","name":"Constrict"},{"desc":"Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 10 minutes. Until the curse ends, the target has disadvantage on Dexterity and Strength saving throws and ability checks.","name":"Debilitating Touch"},{"desc":"One humanoid the matriarch serpentine lamia can see within 30 feet of her must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target obeys the matriarch's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect ends on it, the target is immune to the matriarch's Seduce for the next 24 hours. The matriarch can have only one target seduced at a time. If it seduces another, the effect on the previous target ends.","name":"Seduce"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The matriarch serpentine lamia has advantage on attack rolls against a creature she has surprised or that is charmed by her or her allies.","name":"Serpent Strike"},{"desc":"The matriarch serpentine lamia has advantage on saving throws and ability checks against being knocked prone.","name":"Snake Body"},{"desc":"The matriarch serpentine lamia can communicate with snakes as if they shared a language.","name":"Speak with Snakes"},{"desc":"The matriarch serpentine lamia's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.\nAt will: animal friendship (snakes only), disguise self (any humanoid form), suggestion\n3/day each: animal messenger (snakes only), charm person, hypnotic pattern, moonbeam\n1/day each: compulsion, vampiric touch","name":"Innate Spellcasting"}],"spell_list":[],"page_no":249,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_matriarch-serpentine-lamia/"},{"slug":"simhamukha","desc":"","name":"Simhamukha","size":"Huge","type":"Celestial","subtype":"dakini","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d12+44","speed":{"walk":50},"strength":21,"dexterity":15,"constitution":19,"intelligence":12,"wisdom":17,"charisma":19,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, psychic; bludgeoning, piericing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, radiant","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 16","languages":"all, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d10+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If this damage reduces ha the target to 0 hit points, the simhamukha kills the target by decapitating it.","name":"Bite"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.","name":"Kartika"},{"desc":"Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.","name":"Staff Sweep (Recharge 5-6)"},{"desc":"The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.","name":"Weird (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The simhamukha's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The simhamukha has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.","name":"Smite (3/Day)"},{"desc":"The simhamukha's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: aid, guidance, spiritual weapon\n2/day each: confusion, searing smite, thunderous smite","name":"Innate Spellcasting"}],"spell_list":[],"page_no":70,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_simhamukha/"},{"slug":"spirit-lamp","desc":"","name":"Spirit Lamp","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":40},"strength":12,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, frightened, poisoned, unconscious","senses":"passive Perception 15","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The spirit lamp makes three attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.","name":"Spirit Claw"},{"attack_bonus":7,"damage_dice":"2d10","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.","name":"Lantern Beam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.","name":"Jumpy"},{"desc":"As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.","name":"Lantern's Light"},{"desc":"Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.","name":"Lantern Spirits"},{"desc":"The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. \n\nIf the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.","name":"Spirit Lantern"}],"spell_list":[],"page_no":349,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_spirit-lamp/"},{"slug":"winds-harp","desc":"","name":"Wind's Harp","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d8","speed":{"fly":10,"walk":30},"strength":10,"dexterity":13,"constitution":10,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The wind's harp devil makes two infernal noise attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.","name":"Infernal Noise"},{"desc":"The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.","name":"Hellish Chorus (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.","name":"Diabolical Countersong"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.","name":"False Appearance"},{"desc":"The wind's harp devil has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP","name":"Strong Winds"}],"spell_list":[],"page_no":105,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_winds-harp/"}]}