{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-condition_immunities&page=22","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-condition_immunities&page=20","results":[{"slug":"corruptedushabti-tob1-2023","desc":"False","name":"Corrupted Ushabti","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8 + 30","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":15,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":0,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The corrupted ushabti makes two Ceremonial Greatsword attacks."},{"name":"Ceremonial Greatsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Vomit Swarm (Recharge 5-6)","desc":"The corrupted ushabti exhales scarabs in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 25 (10d4) piercing damage and is covered in scarabs. On a success, a creature takes half the damage and isn't covered in scarabs. A creature covered in scarabs takes 2 (1d4) piercing damage at the start of each of its turns. A creature, including the covered creature, can take its action to brush the scarabs off the covered creature by succeeding on a DC 15 Dexterity check."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Necrotic Weapons","desc":"The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Regeneration","desc":"The ushabti regains 5 hp at the start of its turn if it has at least 1 hp."},{"name":"Swarm Body","desc":"The corrupted ushabti is a spirit inhabiting a colony of scarabs around a Humanoid skeleton within funerary wrappings. It can move through any opening large enough for a Tiny scarab and Humanoid bones, and it can't regain hp or gain temporary hp, except for its Regeneration trait."},{"name":"Undead Nature","desc":"The ushabti doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":375,"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_corrupted-ushabti/"},{"slug":"ring-servant","desc":"","name":"Ring Servant","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"fly":60,"hover":true,"walk":0},"strength":20,"dexterity":10,"constitution":18,"intelligence":8,"wisdom":13,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"athletics":8,"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands the language of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The ring servant makes two slam attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.","name":"Slam"},{"desc":"The ring servant discharges a spinning ring of magical energy. Each creature within 20 feet of the servant must make a DC 16 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.","name":"Ring of Destruction (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ring servant is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The ring servant's slam attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":318,"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_ring-servant/"},{"slug":"quicksilversiegeorb-tob1-2023","desc":"False","name":"Quicksilver Siege Orb","size":"Small","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"15d6 + 30","speed":{"walk":40,"fly":10},"strength":12,"dexterity":21,"constitution":14,"intelligence":5,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":8},"damage_vulnerabilities":"cold","damage_resistances":"fire, lightning; piercing and slashing from nonmagical attacks","damage_immunities":"bludgeoning, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious","senses":"darkvision 60 ft., passive Perception 15","languages":"understands one language of its creator but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The quicksilver siege orb makes three Disk Blade or Slam attacks."},{"name":"Disk Blade (Disk Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Slam (Orb Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage."},{"name":"Slashing Run (Recharge 4-6, Disk Form Only)","desc":"The quicksilver siege orb flies up to 20 feet in a straight line, then it flies up to 20 feet in a straight line in a different direction. During this move, it can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 16 Dexterity saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[{"name":"Shape Quicksilver","desc":"The quicksilver siege orb flattens itself into a razor-sharp, whirling disk or back into its orb form. Its statistics are the same in each form. It becomes a puddle of quicksilver if it dies."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bludgeoning Bounce (Orb Form Only)","desc":"Whenever the quicksilver siege orb is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 15 feet away from the source of the bludgeoning damage. If the damage is from a critical hit, the orb is pushed up to 30 feet."},{"name":"Construct Nature","desc":"The quicksilver siege orb doesn't require air, food, drink, or sleep."},{"name":"Flyby","desc":"The quicksilver siege orb doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Immutable Form","desc":"The quicksilver siege orb is immune to any spell or effect that would alter its form."},{"name":"Observant (Orb Form Only)","desc":"The quicksilver siege orb has advantage on Wisdom (Perception) and Wisdom (Insight) checks. In addition, if the orb observes a creature for at least 1 minute, it has advantage on the first three attack rolls it makes against the creature."},{"name":"Slippery","desc":"The quicksilver siege orb has advantage on saving throws and ability checks made to escape a grapple."}],"spell_list":[],"page_no":297,"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_quicksilver-siege-orb/"},{"slug":"bonecollective-tob1-2023","desc":"False","name":"Bone Collective","size":"Small","type":"Swarm","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":17,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d6 + 64","speed":{"walk":30},"strength":10,"dexterity":20,"constitution":18,"intelligence":14,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Arcana":5,"Deception":6,"Perception":3,"Stealth":11},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Darakhul (can’t speak in shapeless form)","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bone collective makes two Claw attacks, or one Claw attack and one Bite attack."},{"name":"Bite (Humanoid Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned 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."},{"name":"Claw (Humanoid Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage."},{"name":"Piercing Bones (Shapeless Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the collective's space. Hit: 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the collective has half its hp or fewer."},{"name":"Spellcasting","desc":"(3/Day; Humanoid Form Only)The bone collective casts the animate dead spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14)."}],"bonus_actions":[{"name":"Shape Swarm","desc":"The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. It can't take on a Humanoid form if it is occupying the space of another creature."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Collective Mind","desc":"The collective's individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can't be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can't cast spells, it immediately changes to its shapeless form, and it can't take on a Humanoid form."},{"name":"Grasping Limbs (Humanoid Form Only)","desc":"The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish."},{"name":"Swarm (Shapeless Form Only)","desc":"The bone collective can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bone."},{"name":"Undead Nature","desc":"The bone collective doesn't require air, food, drink, or sleep."},{"name":"Wyrmblood Venom","desc":"When the bone collective hits a poisoned creature with a Bite or Piercing Bones attack, the target's Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest."}],"spell_list":[],"page_no":39,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_bone-collective/"},{"slug":"paper-golem-swarm","desc":"","name":"Paper Golem Swarm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d8+10","speed":{"fly":30,"walk":20},"strength":8,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 30 ft., passive perception 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer.","name":"Paper Cut"},{"desc":"The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.","name":"Whirlwind (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the paper golem swarm remains motionless, it is indistinguishable from ordinary sheets of paper.","name":"False Appearance"},{"desc":"The paper golem swarm is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack or whirlwind action, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","name":"Ink Blot (Recharge 4-6)"},{"desc":"The paper golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"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_paper-golem-swarm/"},{"slug":"ahu-nixta-cataphract","desc":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._  \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations.  \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License","name":"Ahu-Nixta Cataphract","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"clockwork armor","hit_points":135,"hit_dice":"18d10+36","speed":{"hover":true,"walk":30,"fly":30},"strength":20,"dexterity":8,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 14","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice."},{"name":"Whirring Blades","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.","attack_bonus":8,"damage_dice":"3d4+5"},{"name":"Pronged Scepter","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6+5"},{"name":"Bashing Rod","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Arcane Cannon","desc":"Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clockwork Encasement","desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action."},{"name":"Immutable Form","desc":"The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor."},{"name":"Innate Spellcasting","desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis"}],"spell_list":[],"page_no":9,"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_ahu-nixta-cataphract/"},{"slug":"ahu-nixta-drudge","desc":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._  \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations.  \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License","name":"Ahu-Nixta Drudge","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"clockwork armor","hit_points":26,"hit_dice":"4d8+8","speed":{"fly":30,"hover":true,"walk":30},"strength":15,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Void Speech","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Whirring Blades","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Clockwork Encasement","desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp."},{"name":"Immutable Form","desc":"The drudge's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor."},{"name":"Innate Spellcasting","desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\nAt will: fire bolt  (1d10)\n1/day: fear"}],"spell_list":[],"page_no":10,"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_ahu-nixta-drudge/"},{"slug":"clockwork-archon","desc":"The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._  \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy.  \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position.  \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside.  \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.","name":"Clockwork Archon","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"walk":30,"hover":true,"fly":60},"strength":24,"dexterity":9,"constitution":20,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The clockwork archon makes two attacks with its transforming weapon."},{"name":"Transforming Weapon","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.","attack_bonus":11,"damage_dice":"4d10+7"},{"name":"Fire from Heaven (Recharge 5-6)","desc":"The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Armored Transport","desc":"The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon."},{"name":"Immutable Form","desc":"The clockwork archon is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork archon has advantage on saving throws against spells and other magical effects."},{"name":"Siege Monster","desc":"The clockwork archon deals double damage to objects and structures."}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-archon/"},{"slug":"death-shroud-golem","desc":"A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it._  \n**Suffocating Automatons.** A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim.  \n**Funerary Constructs.** Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn’t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies.  \n**Construct Nature.** A death shroud golem doesn’t require air, food, drink, or sleep.","name":"Death Shroud Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":95,"hit_dice":"10d10+40","speed":{"fly":40,"walk":10,"hover":true},"strength":17,"dexterity":15,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Smothering Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the golem can automatically hit the target with its smothering slam but can't use its smothering slam on another target.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Direct Victim","desc":"The death shroud golem forces a creature it is grappling to move up to the creature's speed and make one attack with a melee weapon the creature is holding. If the creature isn't holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack. The grappled creature can use its reaction and isn't considered blinded or restrained when moving and attacking in this way."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fabric Form","desc":"The golem can move through any opening large enough for a Tiny creature without squeezing."},{"name":"False Appearance","desc":"While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":179,"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_death-shroud-golem/"},{"slug":"aphasian-abomination","desc":"","name":"Aphasian Abomination","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"","hit_points":170,"hit_dice":"20d10+60","speed":{"walk":0,"fly":60},"strength":1,"dexterity":20,"constitution":16,"intelligence":17,"wisdom":20,"charisma":5,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":7,"wisdom_save":9,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 120', passive Perception 19","languages":"Common, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Force Blast attacks."},{"name":"Force Blast","desc":"Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Aphasic Field","desc":"Generates a field of psychic distortion around itself. Each creature that starts its turn within 60' of abomination: DC 17 Int save or lose ability to speak coherently saying coherent words that make no sense in context instead of what it intends to say. If creature attempts to cast a spell with verbal components it fails taking 9 (2d8) psychic per spell level of spell it attempted to cast and expends spell slot."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Made of Magic","desc":"Is formed of magical energy. It temporarily winks out of existence when inside an antimagic field instantly reappearing once space it occupied is no longer within area of effect. If targeted by dispel magic: 21 (6d6) damage + extra 7 (2d6) psychic for each spell level beyond 3rd if spell is cast using a higher spell slot."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":39,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_aphasian-abomination/"},{"slug":"godslayer","desc":"","name":"Godslayer","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":24,"armor_desc":"natural armor","hit_points":580,"hit_dice":"40d12+320","speed":{"walk":50,"fly":60,"swim":60},"strength":30,"dexterity":14,"constitution":27,"intelligence":16,"wisdom":30,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":17,"intelligence_save":12,"wisdom_save":19,"charisma_save":11,"perception":10,"skills":{"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"truesight 120', passive Perception 29","languages":"understands all, can't speak","challenge_rating":"30","cr":30.0,"actions":[{"name":"Multiattack","desc":"Arcane Lexicon then 3 Energy Glaives or Rune Discuses."},{"name":"Energy Glaive","desc":"Melee Weapon Attack: +19 to hit, 15 ft., one target, 48 (7d10+10) force."},{"name":"Rune Discus","desc":"Ranged Spell Attack: +19 to hit 80/320' one target 41 (7d8+10) force and target must make DC 25 Wis save or spells and magical effects are suppressed on target and target can't cast spells for 1 min. Target can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Hunting Step","desc":"Magically teleports with items worn/carried up to 120' to unoccupied space within 15 ft. of a Celestial Fiend divine avatar or deity it senses with Divine Sense magically shifting from Material to Ethereal or Shadow Planes or vice versa. Godslayer has advantage on next attack roll it makes vs. target before start of its next turn. Glowing glyphs appear at origin and destination when it uses this."}],"reactions":[{"name":"Parry Spell","desc":"If it succeeds on a save vs. spell of up to 8th level that targets only godslayer spell has no effect. If godslayer succeeds on the save by 5+ spell is reflected back at spellcaster using slot level spell save DC attack bonus and spellcasting ability of caster."}],"legendary_desc":"","legendary_actions":[{"name":"Arcane Word","desc":"One Lexicon glyph on target within 90' it can see."},{"name":"Attack","desc":"Makes one Energy Glaive or Rune Discus attack."},{"name":"Move","desc":"Up to its speed with o provoking opportunity attacks."},{"name":"Rejuvenating Repair (2)","desc":"Regains 65 (10d12) hp."}],"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Divine Sense","desc":"Can pinpoint the location of Celestials Fiends divine avatars and deities within 120' of it and can sense general direction of them within 1 mile of it. This extends into Ethereal and Shadow Planes."},{"name":"Divine Slayer","desc":"Its attacks affect immortal beings such as gods. Celestials Fiends divine avatars and deities don't have resistance to the damage from its attacks. If such a creature would normally have immunity to the damage from its attacks it has resistance instead. If it reduces a Celestial Fiend divine avatar or deity to 0 hp it absorbs target's divine energy preventing target from reviving or being resurrected until godslayer is destroyed."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Inscrutable","desc":"Immune to any effect that would sense its emotions or read its thoughts and any divination spell that it refuses. Wis (Insight) checks made to ascertain its intentions/sincerity have disadvantage."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Arcane Lexicon","desc":"Glyphs on its body cast ghostly copies into the air forming into eldritch incantations. It chooses up to 3 creatures it can see within 90' of it choosing one of the following options for each. A creature can't be targeted by more than one effect at a time and godslayer can't use same option on more than one target.Death Glyph Target marked for death until start of godslayer's next turn (DC 25 Wis negates). While marked target takes extra 11 (2d10) force each time godslayer hits target with Energy Glaive.Glyph of Despair Target overwhelmed with despair for 1 min (DC 25 Cha negates). While overwhelmed with despair target has disadvantage on ability checks and attack rolls.Glyph of Pain Target overwhelmed by pain incapacitated until its next turn end (DC 25 Con negates). No effect: Undead/Constructs.Glyph of Summoning Target magically teleported to an unoccupied space within 15 ft. of godslayer (DC 25 Wis negates).Retributive Glyph Target marked with retributive glyph until the end of its next turn (DC 25 Dex negates). While marked creature takes 9 (2d8) force each time it hits a creature with weapon attack.Stupefying Glyph Target blinded and deafened until the end of its next turn (DC 25 Con negates)."}],"spell_list":[],"page_no":212,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_godslayer/"},{"slug":"golem-chain","desc":"","name":"Golem, Chain","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":30,"climb":30},"strength":18,"dexterity":12,"constitution":16,"intelligence":5,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 10","languages":"knows Infernal, can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Chain attacks."},{"name":"Chain","desc":"Melee Weapon Attack: +7 to hit, 15 ft., one target, 18 (4d6+4) slashing damage and target contracts infernal tetanus disease (see above; DC 16 Con not diseased). Target is grappled (escape DC 14) if it is a Large or smaller creature and golem doesn't have another creature grappled."},{"name":"Imprison","desc":"Creates prison of chains around an up to Med creature grappled by it. Imprisoned: restrained and takes 14 (4d6) piercing damage at start of each of its turns. Imprisoned creature or creature within 5 ft. of golem can use action to free imprisoned creature. Doing so requires DC 16 Str check and creature attempting takes 7 (2d6) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Infernal Tetanus","desc":"A creature infected with this manifests symptoms 2d4 days after infection: fever headache sore throat and muscle aches. It affects the nervous system causing painful debilitating muscle spasms that eventually inhibit mobility speech and breathing. Until disease is cured at end of each long rest infected creature must make a DC 16 Con save. Fail: Creature's Dex score is reduced by 1d4 and is paralyzed for 24 hrs. Reduction lasts until creature finishes a long rest after disease is cured. If disease reduces creature's Dex to 0 it dies. Success: creature instead suffers one level of exhaustion and until disease is cured or exhaustion is removed it must make DC 16 Con save to cast a spell with verbal component. A creature that succeeds on three saves recovers from the disease."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."}],"spell_list":[],"page_no":215,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_golem-chain/"},{"slug":"golem-origami","desc":"","name":"Golem, Origami","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"fly":40},"strength":17,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 13","languages":"understands creator's languages, can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Lacerating Strike or Wing Buffet attacks."},{"name":"Lacerating Strike","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 16 (3d8+3) slashing damage."},{"name":"Wing Buffet (Dragon or Swan Form)","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 13 (3d6+3) bludgeoning damage and target must make DC 15 Str save or be knocked prone."},{"name":"Hazardous Hop (Frog Form)","desc":"If it jumps 15 ft.+ as part of its move it can then use this to land on its feet in unoccupied space it can see. Each creature within 10 of golem when it lands: 33 (6d10) bludgeoning damage and knocked prone (DC 15 Dex half not prone)."},{"name":"Shredded Breath (Dragon Form Recharge 5-6)","desc":"Exhales a spray of paper fragments in a 30' cone. Each creature in area: 31 (9d6) slashing damage and blinded until end of its next turn (DC 15 Dex half not blinded)."},{"name":"Trumpeting Blast (Swan Form Recharge 5-6)","desc":"Emits a trumpeting blast in 30' cone. Each creature in area: 31 (7d8) thunder and deafened until end of its next turn (DC 15 Con half not deafened)."}],"bonus_actions":[{"name":"Fold","desc":"Reshape papery body to resemble Large dragon Large swan or Med frog. Use again to unfold into Large flat piece of fabric/paper. Stats except size same in each form. Unfolded if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance (Unfolded Form)","desc":"Motionless indistinguishable from ordinary paper screen tapestry or similar flat paper/fabric art."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Standing Leap (Frog Form)","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."}],"spell_list":[],"page_no":217,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_golem-origami/"},{"slug":"soil-snake","desc":"","name":"Soil Snake","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d12+44","speed":{"walk":40,"burrow":40},"strength":21,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', tremorsense 60', passive Perception 12","languages":"understands creator's languages but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Tail Whip attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 14 (2d8+5) piercing damage."},{"name":"Tail Whip","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 16 (2d10+5) bludgeoning damage."},{"name":"Charging Swallow","desc":"Partially submerges in the ground and slithers forward scooping up soil and creatures as it goes. The soil snake moves up to 30' in a straight line and can move through the space of any Med or smaller creature. The first time it enters a creature's space during this move that creature: 14 (4d6) bludgeoning damage and is buried as it is swallowed bounced through the hollow inside of the soil snake and deposited back in its space under a pile of soil (DC 14 Dex half damage and isn't buried). A buried creature is restrained and unable to breathe or stand up. A creature including the buried creature can take its action to free the buried creature by succeeding on a DC 14 Str check."},{"name":"Soil Blast (Recharge 5-6)","desc":"Expels soil in a 30' cone. Each creature in that area: 18 (4d8) bludgeoning damage and is knocked prone (DC 14 Dex half damage not prone)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Grassland Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in grassland terrain."}],"spell_list":[],"page_no":351,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_soil-snake/"},{"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":"ahu-nixta","desc":"","name":"Ahu-Nixta","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"clockwork armor","hit_points":67,"hit_dice":"9d10+18","speed":{"fly":30,"swim":30,"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Whirring Blades"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Pronged Scepter"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Bashing Rod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.","name":"Clockwork Encasement"},{"desc":"The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.","name":"Immutable Form"},{"desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis","name":"Innate Spellcasting"}],"spell_list":[],"page_no":11,"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_ahu-nixta/"},{"slug":"mytholabe","desc":"","name":"Mytholabe","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"fly":30,"hover":true,"walk":0},"strength":20,"dexterity":13,"constitution":18,"intelligence":6,"wisdom":16,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, radiant, thunder","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from magical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"passive Perception 13","languages":"understands all but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"1d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.","name":"Heroic Jab"},{"desc":"The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it's maintaining broken.","name":"Purifying Resonance (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The mytholabe is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The mytholabe has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The mytholabe's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"Whenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability.","name":"Melodious Recharge"},{"desc":"When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them.","name":"Spanner in the Works"},{"desc":"If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's.","name":"Sentient Transformation"},{"desc":"When the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute.","name":"Unbearable Scraping"},{"desc":"The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom.","name":"Innate Spellcasting (1/Day)"}],"spell_list":[],"page_no":271,"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_mytholabe/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"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_apaxrusl/"},{"slug":"bloodstone-sentinel","desc":"A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._  \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies.  \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores.  \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals.  \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.","name":"Bloodstone Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"11d10+48","speed":{"walk":30},"strength":18,"dexterity":7,"constitution":18,"intelligence":8,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creators but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bloodstone sentinel makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Lure","desc":"When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt."},{"name":"Blood Reservoir","desc":"The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points."}],"spell_list":[],"page_no":45,"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_bloodstone-sentinel/"},{"slug":"chronomatic-enhancer","desc":"A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._  \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize.  \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes.  \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.","name":"Chronomatic Enhancer","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30},"strength":21,"dexterity":11,"constitution":19,"intelligence":9,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 16","languages":"understands the languages of its creator but can’t speak","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d8+5"},{"name":"Time-Infused Gears","desc":"The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase."}],"bonus_actions":null,"reactions":[{"name":"Alter Timeline","desc":"When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Delay","desc":"When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed."},{"name":"Immutable Form","desc":"The chronomatic enhancer is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":64,"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_chronomatic-enhancer/"},{"slug":"clockwork-leech","desc":"From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._  \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.  \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes.  \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets.  \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.","name":"Clockwork Leech","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"swim":60},"strength":14,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tail","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Anesthetizing Bite","desc":"When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns."},{"name":"Immutable Form","desc":"The clockwork leech is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork leech has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-leech/"},{"slug":"clockwork-mantis","desc":"This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites._  \n**Wanted by Gnomes.** The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts.  \n**Construct Nature.** The clockwork mantis doesn’t require air, food, drink or sleep.","name":"Clockwork Mantis","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":40},"strength":13,"dexterity":19,"constitution":16,"intelligence":3,"wisdom":15,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action."},{"name":"Serrated Blade","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Invisibility","desc":"The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hobbling Strike","desc":"When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn."},{"name":"Immutable Form","desc":"The clockwork mantis is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork mantis has advantage on saving throws against spells and other magical effects."},{"name":"Standing Leap","desc":"The clockwork mantis's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."}],"spell_list":[],"page_no":67,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-mantis/"},{"slug":"clockwork-tiger","desc":"The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.","name":"Clockwork Tiger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":15,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork tiger makes one bite and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":[{"name":"Deflecting Leap","desc":"When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The tiger is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The tiger has advantage on saving throws against spells and other magical effects."},{"name":"Pounce","desc":"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."},{"name":"Reactive Guardian","desc":"The clockwork tiger has two reactions that can be used only for Deflecting Leap."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_clockwork-tiger/"},{"slug":"dragonflesh-golem","desc":"A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._  \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons.  \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need.  \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice.  \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.","name":"Dragonflesh Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":30},"strength":22,"dexterity":7,"constitution":20,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, poison","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Terror Stare","desc":"The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Terror Stare for the next 24 hours."},{"name":"Elemental Breath (Recharge 5-6)","desc":"The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":180,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_dragonflesh-golem/"},{"slug":"harbinger-of-wrath","desc":"Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._  \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.  \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.  \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.","name":"Harbinger of Wrath","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":21,"armor_desc":"natural armor","hit_points":297,"hit_dice":"18d20+108","speed":{"walk":50},"strength":28,"dexterity":8,"constitution":22,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, necrotic","damage_immunities":"cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The harbinger of wrath makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.","attack_bonus":15,"damage_dice":"6d8+9"},{"name":"Impale","desc":"The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement."},{"name":"Drain Life (Recharge 5-6)","desc":"The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt."},{"name":"Spike Volley (Recharge 5-6)","desc":"The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adamantine Weapons","desc":"The harbinger's weapon attacks are adamantine and magical."},{"name":"Immutable Form","desc":"The harbinger is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the harbinger fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The harbinger has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":193,"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_harbinger-of-wrath/"},{"slug":"herald-of-slaughter","desc":"The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._  \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities.  \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods.  \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.","name":"Herald of Slaughter","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":40},"strength":18,"dexterity":10,"constitution":19,"intelligence":12,"wisdom":12,"charisma":18,"strength_save":8,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":5,"skills":{"athletics":8,"deception":8,"perception":5,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, slashing","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, Infernal","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range."},{"name":"Enkindle Hate","desc":"Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.","attack_bonus":8,"damage_dice":"4d8"},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":8,"damage_dice":"2d10+4"},{"name":"Cleaver","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.","attack_bonus":8,"damage_dice":"2d10+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corrupting Aura","desc":"The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active."},{"name":"Magic Weapons","desc":"The herald's weapon attacks are magical."},{"name":"Shapechanger","desc":"The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Innate Spellcasting","desc":"The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming"}],"spell_list":[],"page_no":198,"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_herald-of-slaughter/"},{"slug":"locksmith","desc":"The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves._  \n**Call the Locksmith.** These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind.  \n**Professional Rivalry.** Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of another locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge.  \n**Key Features.** Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys.  \n**Construct Nature.** The locksmith doesn’t require air, food, drink, or sleep.","name":"Locksmith","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":40},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 90 ft., passive Perception 10","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The locksmith makes two key blade attacks."},{"name":"Key Blade","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Acid Wash (Recharge 5-6)","desc":"The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Expert Lockpicker","desc":"The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves' tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps."},{"name":"Innate Spellcasting","desc":"The locksmith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: mending\n3/day each: arcane lock, knock\n1/day: forcecage"}],"spell_list":[],"page_no":240,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_locksmith/"},{"slug":"repository","desc":"A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._  \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities.  \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies.  \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.  \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.","name":"Repository","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":19,"dexterity":10,"constitution":18,"intelligence":16,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"all","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The repository makes two slash attacks."},{"name":"Slash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Language Lash (Recharge 5-6)","desc":"The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The repository is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The repository has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The repository's weapon attacks are magical."},{"name":"Self-Destruct","desc":"If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one."}],"spell_list":[],"page_no":306,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_repository/"},{"slug":"thornheart-guardian","desc":"A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods._  \nThornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of Open Game License","name":"Thornheart Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":19,"dexterity":10,"constitution":18,"intelligence":7,"wisdom":14,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"understands the languages of its creator but can’t speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip."},{"name":"Barbed Greatsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage."},{"name":"Thorny Whip","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, the guardian can automatically hit the target with its thorny whip, and the guardian can't make thorny whip attacks against other targets.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Grasp of the Briar (Recharge 5-6)","desc":"The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn't cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The thornheart guardian is immune to any spell or effect that would alter its form"},{"name":"Magic Resistance","desc":"The thornheart guardian has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The thornheart guardian's weapon attacks are magical"},{"name":"Woodland Walk","desc":"Difficult terrain composed of nonmagical plants doesn't cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":346,"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_thornheart-guardian/"},{"slug":"wood-ward","desc":"This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._  \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows.  \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber.  \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards.  \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.","name":"Wood Ward","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":19,"hit_dice":"2d10+8","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":12,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"understands the languages of its creator but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The wood ward makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Horror Gaze (1/Day)","desc":"The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be 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 wood ward's Horror Gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The wood ward is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The wood ward has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":374,"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_wood-ward/"},{"slug":"zalikum","desc":"Waves of heat shimmer around a gigantic vulturelike creature made of sand. The sand crackles with dark energy, and the creature’s eyes burn with malign intelligence._  \nAn enormous vulture forged from sand and malignant power, a zalikum is created by mages who capture souls of the damned and infuse them into the superheated sands of the desert.  \n**Abyssal Ties.** The souls infusing a zalikum are from the Abyss. A zalikum’s creator can gather these souls from the Abyss themselves, but, more often, the creator makes a deal with a demon in exchange for the souls. Unfortunately for the creator, the demon usually hands over souls that aren’t the easiest to control, leading many creators to die at the talons of their zalikums. Such destruction frees the demon from its bonds, releasing it and the zalikum into the world.  \n**Innumerable Lives.** The souls infusing the sand of the zalikum can reform it after it has been destroyed. This process consumes some of the power of the souls, forcing the zalikum to devour more souls to fuel further rebirths.  \n**Construct Nature.** A zalikum doesn’t require air, food, drink, or sleep.","name":"Zalikum","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":103,"hit_dice":"9d12+45","speed":{"walk":20,"fly":80},"strength":19,"dexterity":17,"constitution":21,"intelligence":8,"wisdom":10,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The zalikum makes one beak attack and one talon attack."},{"name":"Beak","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage. If a creature is slain by this attack, its body crumbles to sand, and the zalikum stores its soul. The creature can be restored to life only if the zalikum is destroyed and can't rejuvenate (see the Rejuvenation trait).","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Talon","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage and 3 (1d6) necrotic damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Death-infused Desert Breath (Recharge 6)","desc":"The zalikum exhales superheated sand infused with the power of damned souls in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. If a creature's saving throw fails by 5 or more, the creature also suffers one level of exhaustion."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The zalikum doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Ghastly Heated Body","desc":"A creature that touches the zalikum or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage and 3 (1d6) necrotic damage."},{"name":"Rejuvenation","desc":"The zalikum can store the souls of up to 3 victims inside it at one time. If it has at least 1 soul, a destroyed zalikum gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its sandy remains. If its sandy remains are soaked with holy water and buried in consecrated ground, its trapped souls are freed, and the zalikum can't rejuvenate."}],"spell_list":[],"page_no":382,"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_zalikum/"},{"slug":"ahu-nixta-mechanon","desc":"","name":"Ahu-Nixta Mechanon","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":20,"climb":10},"strength":16,"dexterity":12,"constitution":18,"intelligence":5,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands Deep Speech and Void Speech but has limited speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Utility Arms or one Slam and one Utility Arm."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Utility Arm","desc":"Uses one of the following attack options:Grabbing Claw Melee Weapon Attack: +5 to hit, 10 ft., one target, 8 (2d4+3) piercing damage. If target is a creature is grappled by mechanon (escape DC 13). Until grapple ends creature restrained mechanon can't use Claw on another target. Sonic Disruptor Ranged Spell Attack: +4 to hit, 60 ft., one target, 9 (2d6+2) thunder. If target is a creature: DC 12 Con save or incapacitated until end of its next turn.Telekinetic Projector Mechanon fires a ray at a target it can see within 60'. If target is a creature: DC 13 Str save or mechanon moves it up to 30' in any direction. If target is an object weighing 300 pounds or less that isn't being worn or carried it is moved up to 30' in any direction. Mechanon can use projector to manipulate simple tools or open doors and containers."},{"name":"Adapt Appendage","desc":"Swaps its Utility Arm with Utility Arm of any other mechanon within 5 ft. of it."},{"name":"Repair (2/Day)","desc":"Touches an ahu-nixta or a Construct. Target regains 11 (2d8+2) hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Critical Malfunction","desc":"Critical hit vs. mechanon: 20% chance of striking its soul chamber casing stunning it until end of its next turn."},{"name":"Soul Reactivation","desc":"Reduced to 0 hp stops functioning becoming inert. For the next hr if a Small or larger creature that isn't a Construct or Undead dies within 30' of a deactivated mechanon a portion of creature's soul is absorbed by mechanon and construct reactivates regaining all its hp + additional hp equal to the dead creature's CR. If it remains inert for 1 hr it is destroyed and can't be reactivated."}],"spell_list":[],"page_no":9,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_ahu-nixta-mechanon/"},{"slug":"clockwork-armadillo","desc":"","name":"Clockwork Armadillo","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scissor Claws","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) slashing damage and the target must make DC 11 Con save or drop whatever it is currently holding."},{"name":"Tuck In","desc":"Tucks its entire body into its shell forming an armored ball. While an armored ball it moves by rolling has resistance to B/P/S damage is immune to the prone condition and it can't make Scissor Claws attacks. As part of this action the armadillo can expand its shell outward to contain one object of its size or smaller that isn't being worn or carried and is within 5 ft. of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Overclocked","desc":"Advantage on initiative rolls."}],"spell_list":[],"page_no":86,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_clockwork-armadillo/"},{"slug":"clockwork-pugilist","desc":"","name":"Clockwork Pugilist","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 13","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Two Fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Brass Onslaught (Recharge 6)","desc":"The pugilist moves up to 10 ft. and makes one fist attack. If it hits the target takes an extra 10 (3d6) bludgeoning damage. This movement doesn't provoke opportunity attacks."}],"bonus_actions":null,"reactions":[{"name":"Get Down Sir!","desc":"When a creature within 5 ft. of the pugilist is targeted by a ranged attack or spell the pugilist steps in the way and the ranged attack or spell targets the pugilist instead."},{"name":"Parry","desc":"+2 to its AC vs. one melee attack that would hit it. Must see attacker and have at least one hand empty."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"A clockwork pugilist doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":88,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_clockwork-pugilist/"},{"slug":"clockwork-scorpion","desc":"","name":"Clockwork Scorpion","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":19,"dexterity":13,"constitution":19,"intelligence":3,"wisdom":12,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"fire; nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', tremorsense 60', passive Perception 15","languages":"understands creator's languages but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Sting attack and two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d12+4) bludgeoning damage and target grappled (escape DC 16). Has two claws each of which can grapple only one target."},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 9 (1d10+4) piercing damage + 22 (4d10) poison. Scorpion then chooses one of the following target: DC 16 Con save.Hallucinatory Elixir Failed save: sees enemies everywhere 1 min. On its turn target uses its action for melee attack vs. nearest creature (not scorpion) moving up to its speed to creature if necessary. Can re-save at end of each of its turns success ends effect on itself. If it makes initial save is charmed until end of its next turn.Sleep Solution Failed save: falls unconscious 1 min. Effect ends for target if it takes damage or if another creature uses action to wake it. Successful save: target incapacitated until end of its next turn.Vocal Paralytic Failed save: target is poisoned for 1 min. While poisoned in this way target is unable to speak or cast spells that require verbal components. Target can re-save at end of each of its turns success ends effect on itself. If target succeeds on initial save it is poisoned in this way until end of its next turn."},{"name":"Acid Spray (Recharge 5-6)","desc":"Spews acid in a 15 ft. cone. Each creature in that area: 42 (12d6) acid (DC 16 Dex half)."}],"bonus_actions":null,"reactions":[{"name":"Gas Nozzles","desc":"When it takes damage all within 5 feet: 5 (1d10) poison. If damage taken was fire gas ignites deals + 5 (1d10) fire."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":89,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_clockwork-scorpion/"},{"slug":"faux-garou","desc":"","name":"Faux-Garou","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":17,"dexterity":11,"constitution":18,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 14","languages":"understands creator's languages but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Uses Frightening Gaze then two Claws."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage + 10 (3d6) necrotic."},{"name":"Frightening Gaze","desc":"Fixes its gaze on one creature it can see within 60' of it. Target frightened 1 min (DC 15 Wis negates). Creature can re-save at end of each of its turns success ends effect on itself. If save succeeds or effect ends for it creature immune to faux-garou's Frightening Gaze for the next 24 hrs."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Large or smaller Beast matching type of lycanthrope it resembles (wolf if it resembles a werewolf etc.) or back into its true form. Its stats other than size and speed are same in each form. While transformed retains constructed appearance and claws at end of its forelimbs. Items worn or carried not transformed. Reverts to true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Druidic Vengeance","desc":"Knows scent and appearance of each creature it was created to kill. Advantage on attacks vs. such creatures and on Wis (Perception) and Wis (Survival) checks to find and track them."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Weapon attacks are magical. When it hits with any weapon deals extra 3d6 necrotic (included below)."}],"spell_list":[],"page_no":174,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_faux-garou/"},{"slug":"golem-barnyard","desc":"","name":"Golem, Barnyard","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":9,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":40},"strength":19,"dexterity":8,"constitution":16,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"lightning, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands creator's languages but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Wing Slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) piercing damage + 7 (2d6) poison."},{"name":"Wing Slap","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) bludgeoning damage and the target must make DC 13 Str save or be knocked prone."},{"name":"Chymus Expulsion (Recharge 5-6)","desc":"Exhales semi-digested decayed meat and vegetation in a 15 ft. cone. Each creature in that area: 14 (4d6) poison (DC 13 Con half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Easily Distracted","desc":"Disadvantage on Wis (Perception) checks. In addition a creature that the golem can see or hear and that is within 30' of it can attempt to distract golem as a bonus action. Golem must make DC 10 Wis save or spend its next turn moving up to its speed toward the creature using its available actions on that creature."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Lightning Absorption","desc":"Whenever it is subjected to lightning it takes no damage and instead regains a number of hp equal to the lightning dealt."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":214,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_golem-barnyard/"},{"slug":"golem-ice","desc":"","name":"Golem, Ice","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30},"strength":20,"dexterity":11,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 13 ","languages":"understands the languages of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Slams or one Slam and uses Preserve Creature."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 15 (3d6+5) bludgeoning damage + 9 (2d8) cold. Target is grappled (escape DC 16) if it is a Med or smaller creature and golem doesn't have another creature grappled."},{"name":"Preserve Creature","desc":"Preserves up to Med creature grappled by it: can't breathe restrained as it freezes. Restrained creature: DC 16 Con save at its next turn end. Fail: 18 (4d8) cold is petrified in Ice Cavity total cover from attacks/effects outside. If this damage reduces it to 0 hp creature automatically stable. Petrified creature removed from Cavity thaws ending petrification in 1d4 rounds or immediately after taking fire damage. Success: half damage and ejected landing prone in unoccupied space within 5 ft. of golem. If golem moves preserved creature moves with it. GCan have only one creature preserved at a time. Can't use Preserve Creature if Ice Cavity is frozen."}],"bonus_actions":null,"reactions":[{"name":"Freeze or Liquefy Cavity","desc":"Freezes/liquefies its Ice Cavity."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Ice Cavity","desc":"Ice block torse it can liquefy and refreeze trapping and preserving creatures. If golem takes 15+ fire on a single turn cavity liquefies if frozen. When cavity is frozen creature that touches golem or hits it with melee attack while within 5 feet: 9 (2d8) cold. When cavity liquefied creature within 5 ft. of golem can use action to pull petrified creature out of golem if golem has one inside. Doing so requires successful DC 16 Str check and creature attempting: 9 (2d8) cold."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":216,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_golem-ice/"},{"slug":"harvest-horse","desc":"","name":"Harvest Horse","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":37,"hit_dice":"5d10+10","speed":{"walk":50},"strength":15,"dexterity":5,"constitution":14,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":4,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-4,"skills":{"perception":-4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"passive Perception 6","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) bludgeoning damage."},{"name":"Harvester's Stampede (Recharge 5-6)","desc":"Moves up to its speed in a straight line and can move through the space of any Large or smaller creature. The first time the harvest horse enters a creature's space during this move that creature must make a DC 12 Dex save. On a failure it takes 7 (2d6) slashing damage and is knocked prone. On a success it takes half damage and isn't knocked prone. When the harvest horse moves in this way it doesn't provoke opportunity attacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast of Burden","desc":"Is considered one size larger for the purpose of determining its carrying capacity."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Poor Traversal","desc":"Must spend two additional feet of movement to move through difficult terrain instead of one additional foot."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":230,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_harvest-horse/"},{"slug":"painted-phantasm","desc":"","name":"Painted Phantasm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":7,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 15","languages":"knows creator's, can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"2 Paint Slashes or 1 Capture Image and 1 Paint Slash."},{"name":"Capture Image","desc":"Melee Spell Attack: +6 to hit, 5 ft., one target, 22 (4d10) force and target captured as image on flat surface of phantasm's choice within 60' of it (DC 15 Cha negates). While an image target appears on surface as a painting drawing or similar and is incapacitated and restrained. Target can see and hear outside surface but can't target those outside surface with spells or cast spells or use features that allow it to leave surface. If surface where target is captured takes damage target takes half. If surface is reduced to 0 hp target freed. Dispel magic (DC 15) cast on surface also frees captured creature. If phantasm takes 20+ damage on a single turn phantasm must make DC 15 Cha save at end of that turn or lose focus releasing all captured creatures."},{"name":"Paint Slash","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage + 16 (3d10) poison."},{"name":"Painting Sensor","desc":"While touching one artwork can see and hear through another it has previously touched as if it was in that artwork's space if within 1 mile of it. “Artwork” can mean any painting drawing or design on a flat surface including pattern on a wall or in a book."}],"bonus_actions":[{"name":"Painting Portal","desc":"Uses 10 ft. of move to step magically into one artwork within reach and emerge from 2nd artwork within 100' of 1st appearing in unoccupied space within 5 ft. of 2nd. If both are Large or larger can bring up to 3 willing creatures."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":312,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_painted-phantasm/"},{"slug":"stained-glass-moth","desc":"","name":"Stained-Glass Moth","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"6d6+24","speed":{"walk":20,"climb":20,"fly":30},"strength":10,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"bludgeoning, thunder","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Blessed Wings then two Wing Slice or Radiant Wing attacks."},{"name":"Wing Slice","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage."},{"name":"Radiant Wing","desc":"Ranged Spell Attack: +4 to hit, 60 ft., one target, 6 (1d8+2) radiant."},{"name":"Blessed Wings","desc":"Marks one creature it can see within 30' of it with holy power. If the target is a hostile creature the next attack roll made vs. the target before the start of the moth's next turn has advantage. If the target is a friendly creature it gains a +2 bonus to AC until the start of the moth's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary stained-glass window or artwork."},{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_stained-glass-moth/"},{"slug":"yali","desc":"","name":"Yali","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":50},"strength":20,"dexterity":14,"constitution":18,"intelligence":7,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 16","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Tusk attack and one Claw attack."},{"name":"Tusk","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d6+5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d4+5) slashing damage."},{"name":"Trumpeting Blast (Recharge 5-6)","desc":"Unleashes a warbling sound in a 15 ft. cone. Each creature in area: 10 (4d4) thunder and is deafened for 1 min (DC 12 Con half damage and not deafened). A deafened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary statue."},{"name":"Flinging Pounce","desc":"If it moves 20'+straight toward a Large or smaller creature and then hits it with Tusk on same turn target thrown up to 15 ft. in a random direction and knocked prone (DC 12 Str negates throw and prone). If thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage per 10 ft. it was thrown. If target is thrown at another creature creature takes same damage and knocked prone (DC 12 Dex negates both)."},{"name":"Standing Leap","desc":"Long jump is up to 40' and its high jump is up to 20' with or with o a running start."}],"spell_list":[],"page_no":398,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_yali/"},{"slug":"algorith-tob1-2023","desc":"False","name":"Algorith","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8 + 72","speed":{"fly":40},"strength":21,"dexterity":14,"constitution":19,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":17,"skills":{"Athletics":9,"Insight":7,"Investigation":5,"Perception":7},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, lightning","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Celestial, Draconic, Infernal","challenge_rating":"10","cr":10.0,"actions":[{"name":"Logic Razor","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage."},{"name":"Cone of Negation (Recharge 5-6)","desc":"The algorith projects null energy in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 33 (6d10) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a dispel magic spell. On a success, a creature takes half the damage and spells on it don't end."},{"name":"Reality Bomb (5/Day)","desc":"The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (5d10) force damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): \nAt will: bless, detect magic, dimension door, dispel magic\n1/day each: commune (as an action), wall of force"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The algorith doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The algorith is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":14,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_algorith/"},{"slug":"broodiken-tob1-2023","desc":"False","name":"Broodiken","size":"Tiny","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d4 + 24","speed":{"walk":20},"strength":8,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and the broodiken attaches to the target. While attached, the broodiken can't attack, and at the start of each of the broodiken's turns, the target takes 9 (2d6 + 2) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The broodiken doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The broodiken is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The broodiken has advantage on saving throws against spells and other magical effects."},{"name":"Shared Rage","desc":"The broodiken can't speak with its creator telepathically, but it can magically receive simple ideas, emotions, and images telepathically from its creator while within 100 feet of its creator. The creator can send the broodiken an image of a creature and emotion or simple idea tied to it, such as anger or retrieval, and the broodiken will seek the creature to carry out the emotion or desire. As long as the broodiken is following such an order, it can be more than 100 feet away from its master without wailing."}],"spell_list":[],"page_no":43,"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_broodiken/"},{"slug":"clockworkabomination-tob1-2023","desc":"False","name":"Clockwork Abomination","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10 + 32","speed":{"walk":30},"strength":21,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Athletics":8,"Perception":3,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The clockwork abomination makes one Bite attack and one Slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The clockwork abomination's infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire 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":"Construct Nature","desc":"The clockwork abomination doesn't require air, food, drink, or sleep."},{"name":"Explosive Infernal Power Source","desc":"When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried."},{"name":"Immutable Form","desc":"The clockwork abomination is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork abomination has advantage on saving throws against spells and other magical effects."},{"name":"Unstoppable","desc":"Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced."}],"spell_list":[],"page_no":59,"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_clockwork-abomination/"},{"slug":"clockworkbeetle-tob1-2023","desc":"False","name":"Clockwork Beetle","size":"Tiny","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":20,"hit_dice":"8d4","speed":{"walk":50,"fly":30},"strength":8,"dexterity":16,"constitution":10,"intelligence":4,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"understands the languages of its creator but can’t speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison 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":"Construct Nature","desc":"The clockwork beetle doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The clockwork beetle is immune to any spell or effect that would alter its form."},{"name":"Limited Telepathy","desc":"The clockwork beetle can magically transmit simple messages and images to its owner, provided the owner is within 100 feet of it."},{"name":"Magic Resistance","desc":"The clockwork beetle has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":60,"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_clockwork-beetle/"},{"slug":"clockworkhound-tob1-2023","desc":"False","name":"Clockwork Hound","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":12,"armor_desc":"","hit_points":71,"hit_dice":"11d8 + 22","speed":{"walk":50},"strength":16,"dexterity":15,"constitution":14,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Athletics":7,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage."},{"name":"Tripping Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The clockwork hound doesn't require air, food, drink, or sleep."},{"name":"Diligent Tracker","desc":"The clockwork hound has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on scent or that are made to find a creature."},{"name":"Explosive Core","desc":"The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Immutable Form","desc":"The clockwork hound is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork hound has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":61,"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_clockwork-hound/"},{"slug":"clockworkhuntsman-tob1-2023","desc":"False","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d8 + 18","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Survival":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."},{"name":"Net Cannon (4/Day)","desc":"Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature."}],"bonus_actions":[{"name":"Reel","desc":"The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The clockwork huntsman doesn't require air, food, drink, or sleep."},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":62,"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_clockwork-huntsman/"},{"slug":"clockworkmyrmidon-tob1-2023","desc":"False","name":"Clockwork Myrmidon","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10 + 48","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":10,"charisma":1,"strength_save":8,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":16,"skills":{"Athletics":8,"Perception":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork myrmidon makes one Slam attack and two Heavy Pick attacks. It can replace both Heavy Pick attacks with a use of its Alchemical Flame Jet."},{"name":"War Pick","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage."},{"name":"Alchemical Flame Jet (4/Day)","desc":"The clockwork myrmidon spews a jet of alchemical fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[{"name":"Grease Spray (4/Day)","desc":"The clockwork myrmidon's chest fires a spray of alchemical grease on a point on the ground within 30 feet of it. The grease covers a 10-foot square centered on that point, and the area is difficult terrain. Each creature standing in the area must succeed on a DC 16 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 16 Dexterity saving throw or fall prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Alchemical Fireball","desc":"The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. Each creature within 10 feet of the myrmidon when it is destroyed must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times."},{"name":"Construct Nature","desc":"The clockwork myrmidon doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The clockwork myrmidon is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork myrmidon has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"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_clockwork-myrmidon/"},{"slug":"clockworkwatchman-tob1-2023","desc":"False","name":"Clockwork Watchman","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d8 + 8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":12,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Athletics":4,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Halberd","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage."},{"name":"Net Cannon (4/Day)","desc":"Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature."}],"bonus_actions":[{"name":"Reel","desc":"The clockwork watchman pulls a creature restrained by its net up to 15 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The clockwork watchman doesn't require air, food, drink, or sleep."},{"name":"Immutable Form","desc":"The clockwork watchman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork watchman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":64,"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_clockwork-watchman/"}]}