{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-constitution&page=39","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-constitution&page=37","results":[{"slug":"kobold-alchemist","desc":"More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.  \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.  \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.  \n_This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake._  \nKobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.  \n_**Dangerous Assets.**_ Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.","name":"Kobold Alchemist","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":7,"dexterity":16,"constitution":15,"intelligence":16,"wisdom":9,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"medicine":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The kobold makes two attacks."},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Dart","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Alchemical Protection (Recharge after a Short or Long Rest)","desc":"The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait."},{"name":"Explosive Flask (Recharge 5-6)","desc":"The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Apothecary","desc":"As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit."},{"name":"Pack Tactics","desc":"The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_kobold-alchemist/"},{"slug":"mngwa","desc":"_Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine beast._  \n**Ethereal Lions.** The elusive mngwa (MING-wah; “the strange ones”) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called nunda (“smoke-cats”), mngwas are strong and cunning hunters that can elude pursuit or approach their prey unnoticed by disappearing into the ether for a brief time.  \n**Rocky Terrain.** Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to easily outmaneuver their prey.  \n**Feline Allies.** The strongest mngwa recruit other great cats into their prides, though these associations tend to be shortlived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman.","name":"Mngwa","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":40},"strength":19,"dexterity":17,"constitution":15,"intelligence":11,"wisdom":17,"charisma":17,"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":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Sylvan, can speak with felines","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The mngwa makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The mngwa has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pack Tactics","desc":"The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Running Leap","desc":"With a 10-foot running start, the mngwa can long jump up to 25 feet."},{"name":"Feline Empathy","desc":"The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines."},{"name":"Ethereal Coat","desc":"The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation."}],"spell_list":[],"page_no":293,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mngwa/"},{"slug":"ostinato","desc":"_A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air._  \n**Born from Drama.** Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals.  \n**Song Searchers.** Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible.","name":"Ostinato","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":50,"hover":true},"strength":1,"dexterity":20,"constitution":15,"intelligence":5,"wisdom":12,"charisma":17,"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":"thunder","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"telepathy 200 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ostinato makes two cacophony ray attacks."},{"name":"Cacophony Ray","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Aural Symbiosis (1/Day)","desc":"One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends."},{"name":"Voracious Aura (1/Day)","desc":"While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Invisibility","desc":"The ostinato is invisible as per a greater invisibility spell."},{"name":"Magic Resistance","desc":"The ostinato has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":312,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ostinato/"},{"slug":"rotting-wind","desc":"_A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path._  \n**Air of Tombs.** A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.  \n**Scouts for Undead Armies.** A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.  \n**Withering Crops.** Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes.  \n**Undead Nature.** A rotting wind doesn’t require air, food, drink, or sleep.","name":"Rotting Wind","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"11d10+22","speed":{"hover":true,"walk":0,"fly":60},"strength":14,"dexterity":20,"constitution":15,"intelligence":7,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 60 ft. (blind beyond this), passive Perception 10","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"name":"Wind of Decay","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.","attack_bonus":8,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Befouling Presence","desc":"All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable."},{"name":"Invisibility","desc":"The rotting wind is invisible as per a greater invisibility spell."}],"spell_list":[],"page_no":330,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rotting-wind/"},{"slug":"scorpion-cultist","desc":"","name":"Scorpion Cultist","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"leather armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":15,"intelligence":10,"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":{"deception":2,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The scorpion cultist makes two melee attacks or two ranged attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Sling","desc":"Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Senses","desc":"The scorpion cultist has advantage on Wisdom (Perception) checks."}],"spell_list":[],"page_no":425,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_scorpion-cultist/"},{"slug":"sea-dragon-wyrmling","desc":"_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.","name":"Sea Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"fly":60,"swim":40},"strength":17,"dexterity":10,"constitution":15,"intelligence":13,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 10 ft. darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.","attack_bonus":5,"damage_dice":"1d10"},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sea-dragon-wyrmling/"},{"slug":"sharkjaw-skeleton","desc":"_The humanoid form approaches through the murky water, but as it nears, it becomes clear that this is no living thing. It is made entirely of sharks’ jaws, joined together and brought to life with grim magic._  \nMade from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks.  \n**Undead Automaton.** Being mindless, sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton’s creator can give it new commands as long as the skeleton is within 60 feet and can see and hear its creator. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it will always fight back if attacked.  \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.","name":"Sharkjaw Skeleton","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":30,"swim":30},"strength":16,"dexterity":10,"constitution":15,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":2},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., blindsense 30 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 sharkjaw skeleton makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":350,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sharkjaw-skeleton/"},{"slug":"spawn-of-arbeyach","desc":"","name":"Spawn Of Arbeyach","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":40,"climb":20},"strength":18,"dexterity":15,"constitution":15,"intelligence":10,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 14","languages":"Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"A Spawn of Arbeyach makes one bite attack and two stinger attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":7,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hive Mind","desc":"Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are."},{"name":"Innate Spellcasting","desc":"The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet."}],"spell_list":[],"page_no":97,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_spawn-of-arbeyach/"},{"slug":"temple-dog","desc":"_Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards._  \nA temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout.  \n**Divine Colors.** Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary.  \n**Travel with Priests.** As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision.  \nTemple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.","name":"Temple Dog","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"good","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":15,"intelligence":8,"wisdom":14,"charisma":10,"strength_save":7,"dexterity_save":null,"constitution_save":5,"intelligence_save":2,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Celestial and Common but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.","attack_bonus":7,"damage_dice":"3d8"},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The temple dog has advantage on saving throws against spells and other magical effects."},{"name":"Protector's Initiative","desc":"If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll."},{"name":"Rushing Slam","desc":"If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action."}],"spell_list":[],"page_no":378,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_temple-dog/"},{"slug":"umbral-vampire","desc":"","name":"Umbral Vampire","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":84,"hit_dice":"13d8+26","speed":{"hover":true,"walk":0,"fly":40},"strength":1,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Umbral Grasp","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"},{"name":"Shadow Blend","desc":"When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."},{"name":"Strike from Shadow","desc":"The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."},{"name":"Sunlight Sensitivity","desc":"While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":397,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_umbral-vampire/"},{"slug":"venomous-mummy","desc":"_This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric._  \n**Servant of the Scorpion Goddess.** These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess.  \n**Death to Blasphemers.** In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace.  \n**Deadly Smoke.** Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic.","name":"Venomous Mummy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":7,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Venomous Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).","attack_bonus":5,"damage_dice":"2d6+7"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Selket's Venom","desc":"The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic."},{"name":"Toxic Smoke","desc":"The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw."}],"spell_list":[],"page_no":299,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_venomous-mummy/"},{"slug":"wampus-cat","desc":"_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.","name":"Wampus Cat","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":40,"climb":20,"swim":20},"strength":14,"dexterity":18,"constitution":15,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Yowl (Recharge 5-6)","desc":"Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Focused Animosity","desc":"The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."},{"name":"Innate Spellcasting","desc":"the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"},{"name":"Magic Resistance","desc":"The wampus cat has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":405,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wampus-cat/"},{"slug":"water-leaper","desc":"_The water leaper is a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb._  \n**Gliding Wings.** The creature has no legs or arms, but sports a pair of wide, membranous wings. It uses the wings to glide beneath the water, as well as to soar through the air.  \n**Scourge of Waterways.** Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water’s edge to drink, as well as on fishermen that ply their trade in the water leaper’s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing.","name":"Water Leaper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":5,"fly":50,"swim":40},"strength":16,"dexterity":14,"constitution":15,"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":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The water leaper uses its shriek and makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Shriek","desc":"The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours."},{"name":"Stinger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Swallow","desc":"The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The water leaper can breathe both air and water."},{"name":"Camouflage","desc":"The water leaper has advantage on Dexterity (Stealth) checks when underwater."}],"spell_list":[],"page_no":406,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_water-leaper/"},{"slug":"aboleth","desc":"","name":"Aboleth","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d10+36","speed":{"walk":10,"swim":40},"strength":21,"dexterity":9,"constitution":15,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":10,"skills":{"history":12,"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 20","languages":"Deep Speech, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The aboleth makes three tentacle attacks."},{"name":"Tentacle","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.","attack_bonus":9,"damage_dice":"2d6","damage_bonus":5},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6","damage_bonus":5},{"name":"Enslave (3/day)","desc":"The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.\nWhenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The aboleth makes a Wisdom (Perception) check."},{"name":"Tail Swipe","desc":"The aboleth makes one tail attack."},{"name":"Psychic Drain (Costs 2 Actions)","desc":"One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."}],"special_abilities":[{"name":"Amphibious","desc":"The aboleth can breathe air and water."},{"name":"Mucous Cloud","desc":"While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater."},{"name":"Probing Telepathy","desc":"If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature."}],"spell_list":[],"page_no":261,"environments":["Underdark","Sewer","Caverns","Plane Of Water","Water"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/aboleth.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_aboleth/"},{"slug":"awakened-tree","desc":"An **awakened tree** is an ordinary tree given sentience and mobility by the awaken spell or similar magic.","name":"Awakened Tree","size":"Huge","type":"Plant","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d12+14","speed":{"walk":20},"strength":19,"dexterity":6,"constitution":15,"intelligence":10,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"one language known by its creator","challenge_rating":"2","cr":2.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"3d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the tree remains motionless, it is indistinguishable from a normal tree."}],"spell_list":[],"page_no":366,"environments":["Jungle","Forest","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_awakened-tree/"},{"slug":"azer","desc":"","name":"Azer","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor, shield","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":15,"intelligence":12,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"passive Perception 11","languages":"Ignan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Warhammer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","attack_bonus":5,"damage_dice":"1d8+1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.","attack_bonus":0,"damage_dice":"1d10"},{"name":"Heated Weapons","desc":"When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)."},{"name":"Illumination","desc":"The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."}],"spell_list":[],"page_no":265,"environments":["Plane Of Fire","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_azer/"},{"slug":"basilisk","desc":"","name":"Basilisk","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":2,"wisdom":8,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.","attack_bonus":5,"damage_dice":"2d6+2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Petrifying Gaze","desc":"If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.\nIf the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze."}],"spell_list":[],"page_no":265,"environments":["Desert","Mountains","Ruin","Jungle","Hills","Mountain","Caverns","Plane Of Earth"],"img_main":"http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/basilisk.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_basilisk/"},{"slug":"bearded-devil","desc":"","name":"Bearded Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":15,"intelligence":9,"wisdom":11,"charisma":11,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Infernal, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks: one with its beard and one with its glaive."},{"name":"Beard","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":2},{"name":"Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Steadfast","desc":"The devil can't be frightened while it can see an allied creature within 30 feet of it."}],"spell_list":[],"page_no":274,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bearded-devil/"},{"slug":"blue-dragon-wyrmling","desc":"","name":"Blue Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"burrow":15,"fly":60},"strength":17,"dexterity":10,"constitution":15,"intelligence":12,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.","attack_bonus":5,"damage_dice":"1d10+1d6","damage_bonus":3},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":284,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_blue-dragon-wyrmling/"},{"slug":"bronze-dragon-wyrmling","desc":"","name":"Bronze Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30,"fly":60,"swim":30},"strength":17,"dexterity":10,"constitution":15,"intelligence":12,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.","attack_bonus":0,"damage_dice":"3d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":295,"environments":["Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bronze-dragon-wyrmling/"},{"slug":"dire-wolf","desc":"","name":"Dire Wolf","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":37,"hit_dice":"5d10+10","speed":{"walk":50},"strength":17,"dexterity":15,"constitution":15,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":371,"environments":["Hill","Mountains","Tundra","Forest","Grassland","Hills","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_dire-wolf/"},{"slug":"giant-badger","desc":"","name":"Giant Badger","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":13,"hit_dice":"2d8+4","speed":{"walk":30,"burrow":10},"strength":13,"dexterity":10,"constitution":15,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 11","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Multiattack","desc":"The badger makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1},{"name":"Claws","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","attack_bonus":3,"damage_dice":"2d4","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The badger has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":373,"environments":["Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-badger/"},{"slug":"giant-scorpion","desc":"","name":"Giant Scorpion","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":15,"dexterity":13,"constitution":15,"intelligence":1,"wisdom":9,"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":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 9","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Multiattack","desc":"The scorpion makes three attacks: two with its claws and one with its sting."},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":378,"environments":["Desert","Jungle","Shadowfell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-scorpion/"},{"slug":"giant-vulture","desc":"","name":"Giant Vulture","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":10,"armor_desc":null,"hit_points":22,"hit_dice":"3d10+6","speed":{"walk":10,"fly":60},"strength":15,"dexterity":10,"constitution":15,"intelligence":6,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"understands Common but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The vulture makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2},{"name":"Talons","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight and Smell","desc":"The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pack Tactics","desc":"The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":380,"environments":["Desert","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-vulture/"},{"slug":"hunter-shark","desc":"Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.","name":"Hunter Shark","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"swim":40},"strength":18,"dexterity":13,"constitution":15,"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":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":382,"environments":["Underwater","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_hunter-shark/"},{"slug":"lamia","desc":"","name":"Lamia","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":15,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":7,"insight":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d10","damage_bonus":3},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3},{"name":"Intoxicating Touch","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.\n\nAt will: disguise self (any humanoid form), major image\n3/day each: charm person, mirror image, scrying, suggestion\n1/day: geas"}],"spell_list":["https://api-beta.open5e.com/v2/spells/disguise-self/?format=json","https://api-beta.open5e.com/v2/spells/major-image/?format=json","https://api-beta.open5e.com/v2/spells/charm-person/?format=json","https://api-beta.open5e.com/v2/spells/mirror-image/?format=json","https://api-beta.open5e.com/v2/spells/scrying/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/geas/?format=json"],"page_no":325,"environments":["Desert","Grassland","Hills","Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lamia/"},{"slug":"merrow","desc":"","name":"Merrow","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":10,"swim":40},"strength":18,"dexterity":10,"constitution":15,"intelligence":8,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Aquan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The merrow makes two attacks: one with its bite and one with its claws or harpoon."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8","damage_bonus":4},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d4","damage_bonus":4},{"name":"Harpoon","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The merrow can breathe air and water."}],"spell_list":[],"page_no":332,"environments":["Underwater","Swamp","Coastal","Desert","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_merrow/"},{"slug":"mimic","desc":"","name":"Mimic","size":"Medium","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":15},"strength":17,"dexterity":12,"constitution":15,"intelligence":5,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"prone","senses":"darkvision 60 ft., passive Perception 11","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.","attack_bonus":5,"damage_dice":"1d8+1d8","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Adhesive (Object Form Only)","desc":"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage."},{"name":"False Appearance (Object Form Only)","desc":"While the mimic remains motionless, it is indistinguishable from an ordinary object."},{"name":"Grappler","desc":"The mimic has advantage on attack rolls against any creature grappled by it."}],"spell_list":[],"page_no":332,"environments":["Underdark","Desert","Urban","Caverns","Ruin","Laboratory"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mimic/"},{"slug":"minotaur-skeleton","desc":"","name":"Minotaur Skeleton","size":"Large","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":12,"armor_desc":"natural armor","hit_points":67,"hit_dice":"9d10+18","speed":{"walk":40},"strength":18,"dexterity":11,"constitution":15,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands Abyssal but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Greataxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d12","damage_bonus":4},{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.","attack_bonus":0,"damage_dice":"2d8"}],"spell_list":[],"page_no":346,"environments":["Underdark"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_minotaur-skeleton/"},{"slug":"mummy","desc":"","name":"Mummy","size":"Medium","type":"Undead","subtype":"","group":"Mummies","alignment":"lawful evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":6,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mummy can use its Dreadful Glare and makes one attack with its rotting fist."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Dreadful Glare","desc":"The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":333,"environments":["Temple","Desert","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mummy/"},{"slug":"rhinoceros","desc":"","name":"Rhinoceros","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":15,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"}],"spell_list":[],"page_no":388,"environments":["Desert","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rhinoceros/"},{"slug":"saber-toothed-tiger","desc":"","name":"Saber-Toothed Tiger","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":18,"dexterity":14,"constitution":15,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":6,"damage_dice":"1d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The tiger has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Pounce","desc":"If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 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."}],"spell_list":[],"page_no":388,"environments":["Jungle","Mountains","Mountain","Tundra","Forest","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_saber-toothed-tiger/"},{"slug":"salamander","desc":"","name":"Salamander","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The salamander makes two attacks: one with its spear and one with its tail."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.","attack_bonus":7,"damage_dice":"2d6+2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Heated Weapons","desc":"Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack)."}],"spell_list":[],"page_no":344,"environments":["Underdark","Plane Of Fire","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_salamander/"},{"slug":"skeleton","desc":"","name":"Skeleton","size":"Medium","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":13,"armor_desc":"armor scraps","hit_points":13,"hit_dice":"2d8+4","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"poison","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":["Temple","Urban","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_skeleton/"},{"slug":"unicorn","desc":"","name":"Unicorn","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":12,"armor_desc":null,"hit_points":67,"hit_dice":"9d10+18","speed":{"walk":50},"strength":18,"dexterity":14,"constitution":15,"intelligence":11,"wisdom":17,"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","condition_immunities":"charmed, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The unicorn makes two attacks: one with its hooves and one with its horn."},{"name":"Hooves","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Horn","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8","damage_bonus":4},{"name":"Healing Touch (3/Day)","desc":"The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."},{"name":"Teleport (1/Day)","desc":"The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Hooves","desc":"The unicorn makes one attack with its hooves."},{"name":"Shimmering Shield (Costs 2 Actions)","desc":"The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."},{"name":"Heal Self (Costs 3 Actions)","desc":"The unicorn magically regains 11 (2d8 + 2) hit points."}],"special_abilities":[{"name":"Charge","desc":"If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"},{"name":"Innate Spellcasting","desc":"The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle"},{"name":"Magic Resistance","desc":"The unicorn has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The unicorn's weapon attacks are magical."}],"spell_list":["https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=json","https://api-beta.open5e.com/v2/spells/calm-emotions/?format=json","https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/entangle/?format=json"],"page_no":351,"environments":["Jungle","Forest","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_unicorn/"},{"slug":"warhorse-skeleton","desc":"","name":"Warhorse Skeleton","size":"Large","type":"Undead","subtype":"","group":"Skeletons","alignment":"lawful evil","armor_class":13,"armor_desc":"barding scraps","hit_points":22,"hit_dice":"3d10+6","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":15,"intelligence":2,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":346,"environments":["Ruins","Any"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse-skeleton/"},{"slug":"wereboar","desc":"","name":"Wereboar","size":"Medium","type":"Humanoid","subtype":"human","group":"Lycanthropes","alignment":"neutral evil","armor_class":10,"armor_desc":"10 in humanoid form, 11 (natural armor) in boar or hybrid form","hit_points":78,"hit_dice":"12d8+24","speed":{"notes":"40 ft. in boar form","walk":30},"strength":17,"dexterity":10,"constitution":15,"intelligence":10,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"passive Perception 12","languages":"Common (can't speak in boar form)","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The wereboar makes two attacks, only one of which can be with its tusks."},{"name":"Maul (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Tusks (Boar or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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":"Charge (Boar or Hybrid Form Only)","desc":"If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."}],"spell_list":[],"page_no":327,"environments":["Hill","Grassland","Forest","Jungle","Hills","Shadowfell","Feywild","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_wereboar/"},{"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":"akaasit","desc":"A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future._  \n**Mindless.** The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe.  \n**Unknown Origin.** The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit’s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior.  \n**Dispersed Destruction.** If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit’s two armblades.  \n**Construct Nature.** The akaasit doesn’t require air, food, drink, or sleep.","name":"Akaasit","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":14,"intelligence":3,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., passive Perception 10","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The akaasit makes two arm blade attacks."},{"name":"Arm Blade","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":[{"name":"Time-Assisted Counterattack","desc":"The akaasit's awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature's attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit's attack, the creature's attack doesn't hit the akaasit."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The akaasit is immune to any spell or effect that would alter its form."},{"name":"Unfixed in Time","desc":"To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn."},{"name":"Magic Resistance","desc":"The akaasit has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":11,"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_akaasit/"},{"slug":"alchemical-skunk","desc":"The large skunk waddles forward, sniffing at a spilled potion. As a sound nearby startles it, the skunk raises its tail, and the stripes on its back change color._  \n**Magical Prank.** The unfortunate result of a magic school prank, alchemical skunks were created when an ordinary skunk was forced to drink a combination of potions. Despite their larger size, alchemical skunks still look and act like ordinary skunks, except for the ever-changing color of the stripes on their backs. Experienced foresters know that the colors on the alchemical skunk’s back indicate which magical malady the creature is about to spray and do their best to avoid aggravating these dangerous creatures.  \n**Laboratory Pests.** Alchemical skunks forage the same as their nonmagical kin, but they are also regularly found scavenging the waste of alchemical laboratories. They enjoy feasting on potions and potion components, much to the dismay of alchemists and adventurers alike.","name":"Alchemical Skunk","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"burrow":10,"walk":30},"strength":13,"dexterity":17,"constitution":14,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 13","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Alchemical Spray","desc":"The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk's spray.\n1. Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.\n2. Shrinking Cloud. The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell 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.\n3. Laughing Gas. The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs 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.\n4. Blinding Spray. The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes.\n5. Sleeping Fog. The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\n6. Poison Fog. The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell."},{"name":"Magic Resistance","desc":"The alchemical skunk has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":13,"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_alchemical-skunk/"},{"slug":"avulzor","desc":"A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves._  \n**Horrors from Beyond Reality.** Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures.  \n**Masters of Bone.** While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf ’s teeth and ribs into a complex musical instrument. While they find undead creatures like Open Game License","name":"Avulzor","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"bone kilt","hit_points":135,"hit_dice":"18d10+36","speed":{"walk":30},"strength":19,"dexterity":17,"constitution":14,"intelligence":18,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"arcana":7,"insight":6,"intimidation":8,"medicine":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"paralyzed, stunned","senses":"darkvision 90 ft., passive Perception 16","languages":"Common, Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The avulzor makes two claw attacks and two synchronized bite attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Synchronized Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d4+4"},{"name":"Animate Bones (Recharge 5-6)","desc":"The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor's mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bone Shaping","desc":"The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can't use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn't being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target's next turn: \n* Armor Class increases by 2 \n* Reach increases by 5 feet \n* Melee weapon attacks deal an extra 1d4 damage of the weapon's type. \n* Speed increases by 10 feet."},{"name":"Bone Kilt","desc":"The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor's Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3."},{"name":"Turning Defiance","desc":"Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":37,"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_avulzor/"},{"slug":"brain-hood","desc":"A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._  \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it.  \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast.  \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.","name":"Brain Hood","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d4+10","speed":{"fly":40,"hover":true,"walk":20},"strength":4,"dexterity":16,"constitution":14,"intelligence":17,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Merge with Beast","desc":"If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature."},{"name":"Speak with Beasts","desc":"While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language."},{"name":"Innate Spellcasting (Psionics)","desc":"The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person"}],"spell_list":[],"page_no":50,"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_brain-hood/"},{"slug":"chill-haunt","desc":"This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._  \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic.  \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry.  \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence.  \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.","name":"Chill Haunt","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"walk":0,"fly":30},"strength":7,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Shivering Touch","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.","attack_bonus":5,"damage_dice":"2d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cryophobia","desc":"Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition."},{"name":"Fire Absorption","desc":"Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt."},{"name":"Incorporeal Movement","desc":"The chill haunt 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":62,"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_chill-haunt/"},{"slug":"collais","desc":"The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place._  \n**Summoned Protector.** If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours.","name":"Colláis","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d10+40","speed":{"walk":40},"strength":19,"dexterity":15,"constitution":14,"intelligence":10,"wisdom":17,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":7,"skills":{"intimidation":9,"perception":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 120 ft., passive Perception 17","languages":"understands Common and Sylvan but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The colláis makes one gore attack and two hooves attacks."},{"name":"Gore","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":8,"damage_dice":"2d10+4"},{"name":"Hooves","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Cry of the Forest","desc":"The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the colláis's Cry of the Forest for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, the colláis's choice."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Impale and Toss","desc":"When the colláis hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 16 Strength saving throw or take 11 (2d10) piercing damage and be flung up to 10 feet away from the colláis in a random direction and knocked prone."},{"name":"Magic Resistance","desc":"The colláis has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_collais/"},{"slug":"crimson-shambler","desc":"The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores._  \nThe crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores.  \n**Gruesome Appearance.** The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime.","name":"Crimson Shambler","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":20},"strength":12,"dexterity":10,"constitution":14,"intelligence":1,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison","condition_immunities":"blinded, deafened, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) acid damage.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Slime Glob","desc":"Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) acid damage and the target must succeed on a DC 12 Constitution saving throw or become infected with the shambler's spores (see the Spores trait).","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eerie Resemblance","desc":"The crimson shambler resembles a bloody zombie. A creature that can see a crimson shambler must succeed on a DC 14 Intelligence (Nature or Religion) check to discern its true nature."},{"name":"Spores","desc":"A creature that touches the shambler or hits it with an attack causes spores to spew out of the shambler in a 10-foot radius. Each creature in that area must succeed on a DC 10 Constitution saving throw or become diseased. Creatures immune to the poisoned condition are immune to this disease. The diseased creature's lungs fill with the spores, which kill the creature in a number of days equal to 1d10 + the creature's Constitution score, unless the disease is removed. One hour after infection, the creature becomes poisoned for the rest of the duration. After the creature dies, it rises as a crimson shambler, roaming for 1 week and attempting to infect any other creatures it encounters. At the end of the week, it collapses, its body fertilizing a new patch of crimson slime. A creature that succeeds on the saving throw is immune to the spores of all crimson shamblers and crimson slime for the next 24 hours."}],"spell_list":[],"page_no":73,"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_crimson-shambler/"},{"slug":"crocotta","desc":"A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth._  \n**Disturbing Grin.** The crocotta’s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds.  \n**Dog Hater.** The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape.  \n**Oracular Eyes.** The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta’s eye is placed under a creature’s tongue within five days of the crocotta’s death, the creature experiences omens of the future similar to those produced by the augury spell.","name":"Crocotta","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":50},"strength":16,"dexterity":15,"constitution":14,"intelligence":8,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from metal weapons","damage_immunities":"","condition_immunities":"blinded, charmed","senses":"passive Perception 15","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d10+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mimicry","desc":"The crocotta can mimic animal sounds, humanoid voices, and even environmental sounds. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check."},{"name":"Paralyzing Gaze","desc":"When a creature that can see the crocotta's eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 13 Constitution saving throw if the crocotta isn't incapacitated and can see the creature. On a failed save, the creature is paralyzed until the start of its next turn.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the crocotta until the start of its next turn, when it can avert its eyes again. If it looks at the crocotta in the meantime, it must immediately make the save.\n\nCanines are immune to the crocotta's Paralyzing Gaze, and canine-like humanoids, such as werewolves, have advantage on the saving throw."},{"name":"Pounce","desc":"If the crocotta 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 13 Strength saving throw or be knocked prone. If the target is prone, the crocotta can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":75,"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_crocotta/"},{"slug":"darakhul-spy","desc":"The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds.  \n**Masters of Disguise.** Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world.  \n**Complex Network.** Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents.  \n_**Hungry Dead Nature.**_ The darakhul doesn’t require air or sleep.","name":"Darakhul Spy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":16,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Darakhul","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."},{"name":"Sneak Attack (1/Turn)","desc":"The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":168,"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_darakhul-spy/"},{"slug":"derro-explorer","desc":"The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern._  \nDeep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters.  \n**Assassins for Hire.** Derro outposts can be found in the slums of many surface cities.","name":"Derro Explorer","size":"Small","type":"Humanoid","subtype":"derro","group":null,"alignment":"any non-good alignment","armor_class":15,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":13,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":3,"perception":3,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Common, Dwarvish, Undercommon","challenge_rating":"2","cr":2.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cavern Traveler","desc":"Difficult terrain composed of stalagmites, tight spaces, and other rocky underground terrain doesn't cost it extra movement. In addition, the derro explorer has advantage on ability checks to climb rocky underground terrain."},{"name":"Humanoid Hunter","desc":"When the derro explorer hits a humanoid with a weapon attack, the weapon deals an extra 1d6 damage of its type."},{"name":"Insanity","desc":"The derro has advantage on saving throws against being charmed or frightened."}],"spell_list":[],"page_no":97,"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_derro-explorer/"},{"slug":"dread-walker-excavator","desc":"These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._  \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago.  \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown.  \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt.  \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.","name":"Dread Walker Excavator","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"climb":30,"walk":30,"swim":30},"strength":18,"dexterity":19,"constitution":14,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The excavator makes two foreleg attacks."},{"name":"Foreleg","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Excavation Beam","desc":"Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.","attack_bonus":7,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arcane Instability","desc":"When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage."},{"name":"Spider Climb","desc":"The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":129,"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_dread-walker-excavator/"}]}