{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-constitution&page=55","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-constitution&page=53","results":[{"slug":"shadow-fey-forest-hunter","desc":"","name":"Shadow Fey Forest Hunter","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"chain shirt","hit_points":104,"hit_dice":"19d8+19","speed":{"walk":30},"strength":12,"dexterity":18,"constitution":12,"intelligence":11,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"arcana":3,"perception":4,"stealth":10,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two ranged attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8"},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Sneak Attack (1/turn)","desc":"The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":173,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadow-fey-forest-hunter/"},{"slug":"spider-thief","desc":"_This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head._  \n**Wire Fighters.** A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that target until it stops resisting or it escapes from the spider’s wire. By then, it should be ready to ensnare a new victim.  \n**Completely Loyal.** This clockwork machine follows orders from its master even if they lead to its destruction, and it ﬁghts until destroyed or told to stand down. The machine recognizes only its creator as its master.  \n**Guild Tools.** The spider thief got its name because its ability to climb walls and to effortlessly cross gaps between buildings up to 20 feet wide makes it an excellent accomplice for enterprising thieves. Some thieves guilds make extensive use of them, and many freelance rogues use them as partners.  \n**Constructed Nature.** A spider thief doesn’t require air, food, drink, or sleep.","name":"Spider Thief","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":54,"hit_dice":"12d6+12","speed":{"walk":30,"climb":20},"strength":10,"dexterity":12,"constitution":12,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The spider thief makes two sickle claw attacks."},{"name":"Sickle Claw","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.","attack_bonus":3,"damage_dice":"2d8"},{"name":"Razor Line (Recharge 5-6)","desc":"Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The spider thief is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The spider thief has advantage on saving throws against spells and other magical effects."},{"name":"Wire-Assisted Jump","desc":"If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack."}],"spell_list":[],"page_no":366,"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_spider-thief/"},{"slug":"swamp-adder","desc":"_A vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body, the swamp adder is a stout, somewhat lethargic hunter._  \n_**Marsh Hunter.**_ This venomous snake—sometimes known as the “speckled band”—is native to the marshes of southern realms, where it devours waterfowl and incautious halflings.  \n_**Bred for Venom.**_ The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, though it may grow up to 12 feet long and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more on the black market.","name":"Swamp Adder","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":30},"strength":4,"dexterity":16,"constitution":12,"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":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 10","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison 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 with a success.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Camouflage","desc":"The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain."}],"spell_list":[],"page_no":354,"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_swamp-adder/"},{"slug":"wolf-spirit-swarm","desc":"_A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself._  \nWhen a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.  \n_**Dozen-Eyed Hunters.**_ At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever.  \n_**Absorb Their Kill.**_ Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it.  \n_**Howl Before Combat.**_ Hirelings, mounts, and familiars often panic at the sound of a spirit pack’s chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment.  \n_**Undead Nature.**_ A swarm of wolf spirits doesn’t require air, food, drink, or sleep.","name":"Wolf Spirit Swarm","size":"Large","type":"Undead","subtype":"Swarm","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d10+15","speed":{"hover":true,"walk":50,"fly":50},"strength":14,"dexterity":16,"constitution":12,"intelligence":4,"wisdom":10,"charisma":12,"strength_save":5,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, slashing","damage_immunities":"cold","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"understands Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Icy Doom (Recharge 5-6)","desc":"All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn."},{"name":"Chilling Howl","desc":"As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Speed Over Snow","desc":"A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions."}],"spell_list":[],"page_no":377,"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_wolf-spirit-swarm/"},{"slug":"xanka","desc":"_This small metallic globe skitters about on many-jointed legs._  \n**Cleaning Constructs.** Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.  \nXanka are not built for fighting— their instinct tells them to skitter for cover when danger threatens— but they will defend themselves when cornered.  \n**Follow Commands.** These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.  \n**Absorb Matter.** When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.  \n**Constructed Nature.** A xanka doesn’t require air, food, drink, or sleep.","name":"Xanka","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":25,"climb":15},"strength":10,"dexterity":15,"constitution":12,"intelligence":4,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened,","senses":"blindsight 120 ft., passive Perception 10","languages":"Understands the languages of its creator but can't","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Absorb","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.","attack_bonus":4,"damage_dice":"1d8+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ingest Weapons","desc":"When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect."},{"name":"Magic Weapons","desc":"The xanka's weapon attacks are magical."},{"name":"Constructed Nature","desc":"A xanka doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":411,"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_xanka/"},{"slug":"acid-ant","desc":"","name":"Acid Ant","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":13,"hit_dice":"3d6+3","speed":{"walk":30},"strength":8,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 8","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"2d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.","name":"Acid Spit"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the ant is reduced to 0 hp, it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage.","name":"Explosive Death"},{"desc":"The ant has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"}],"spell_list":[],"page_no":8,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_acid-ant/"},{"slug":"alliumite","desc":"","name":"Alliumite","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":18,"hit_dice":"4d6+4","speed":{"burrow":20,"walk":30},"strength":6,"dexterity":18,"constitution":12,"intelligence":7,"wisdom":12,"charisma":9,"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,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Thorn Dart"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Grass Blade"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.","name":"Plant Camouflage"},{"desc":"Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute.","name":"Tearful Stench"}],"spell_list":[],"page_no":13,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alliumite/"},{"slug":"bloody-bones","desc":"","name":"Bloody Bones","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"none, but can speak through the use of its Horrific Imitation trait","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Claw"},{"desc":"The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.","name":"Dark Stare"}],"bonus_actions":null,"reactions":[{"desc":"When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.","name":"Its Crown Runs Red"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.","name":"Horrifying Aura"},{"desc":"The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.","name":"Horrific Imitation"}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bloody-bones/"},{"slug":"carbuncle","desc":"","name":"Carbuncle","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic good","armor_class":12,"armor_desc":null,"hit_points":36,"hit_dice":"8d6+8","speed":{"climb":20,"walk":40},"strength":8,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 15","languages":"Carbuncle, Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The carbuncle makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"desc":"The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Light Beam (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","name":"Gem Illumination"},{"desc":"The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"}],"spell_list":[],"page_no":57,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_carbuncle/"},{"slug":"cauldronborn","desc":"","name":"Cauldronborn","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":13,"hit_dice":"3d6+3","speed":{"walk":20},"strength":14,"dexterity":7,"constitution":12,"intelligence":3,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The cauldronborn makes two slam attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","name":"Slam"},{"desc":"The cauldronborn releases a hungry screech, magically reaching out to nearby potions. All potions within 10 feet of the cauldronborn magically move toward the cauldronborn by rolling out of backpacks, hopping off of belts, unburying themselves, etc. A creature wearing or carrying a potion must succeed on a DC 13 Dexterity saving throw or its potion moves to within 5 feet of the cauldronborn. The target must make a separate saving throw for each potion it is attempting to keep in its possession.","name":"Call Potion (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, a cauldronborn can consume one potion within 5 feet of it that is not being worn or carried. Along with the potion's effect, the cauldronborn's hp maximum increases by 3 (1d6) and it gains the same number of hp.","name":"Consumption"},{"desc":"The cauldronborn can pinpoint the location of potions and magic items within 60 feet of it. Outside of 60 feet, it can sense the general direction of potions within 1 mile of it.","name":"Detect Elixir"},{"desc":"The cauldronborn regains 2 hp at the start of its turn if it has at least 1 hp.","name":"Regeneration"},{"desc":"The cauldronborn triples its speed until the end of its turn when moving toward a potion it has detected.","name":"Sprint"}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cauldronborn/"},{"slug":"chaos-spawn-goblin","desc":"","name":"Chaos-Spawn Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"psychic","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 120 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The chaos-spawn goblin makes two attacks with its scimitar.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Scimitar"},{"desc":"The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.","name":"Psychic Stab (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns.","name":"Nimble Escape"}],"spell_list":[],"page_no":190,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chaos-spawn-goblin/"},{"slug":"chupacabra","desc":"","name":"Chupacabra","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack. Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.","name":"Bite"},{"desc":"The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chupacabra's Fearful Gaze for the next 24 hours.","name":"Fearful Gaze"}],"bonus_actions":null,"reactions":[{"desc":"When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.","name":"Malodorous Stench"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"With a 10-foot running start, the chupacabra can long jump up to 25 feet.","name":"Running Leap"}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chupacabra/"},{"slug":"clockwork-assassin","desc":"","name":"Clockwork Assassin","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d8+18","speed":{"climb":30,"walk":30},"strength":14,"dexterity":17,"constitution":12,"intelligence":12,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"acrobatics":6,"investigation":4,"perception":4,"stealth":9,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The clockwork assassin makes two rapier attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute.","name":"Rapier"},{"desc":"The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can't attack and attack rolls against it have advantage.","name":"Disassembly"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.","name":"Assassinate"},{"desc":"When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Explosive Core"},{"desc":"The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form.","name":"Immutable Form"},{"desc":"The assassin has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn.","name":"Psychic Susceptibility"},{"desc":"The assassin deals an extra 10 (3d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"The assassin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":64,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-assassin/"},{"slug":"crypt-spider","desc":"","name":"Crypt Spider","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":38,"hit_dice":"7d8+7","speed":{"climb":30,"walk":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":1,"intimidation":1,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"Common, Undercommon","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the creature to 0 hp, the creature is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Bite"},{"desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hp, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.","name":"Web (Recharge 5-6)"},{"desc":"The crypt spider creates a swarm of spiders statistics). The crypt spider can have no more than four zombies under its control at one time.","name":"Create Zombie"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, a crypt spider can cocoon a creature within 5 feet that is currently restrained by webbing. A cocooned creature has disadvantage on ability checks and saving throws made to escape the web.","name":"Cocoon Prey"},{"desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"While in contact with a web, the spider knows the exact location of any other creature in contact with that web.","name":"Web Sense"},{"desc":"The spider ignores movement restrictions caused by webbing.","name":"Web Walker"}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_crypt-spider/"},{"slug":"cueyatl-moon-priest","desc":"","name":"Cueyatl Moon Priest","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"studded leather","hit_points":81,"hit_dice":"18d6+18","speed":{"climb":20,"swim":30,"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"medicine":6,"perception":6,"religion":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Cueyatl","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":3,"damage_dice":"1d8","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) poison damage.","name":"Morningstar"},{"desc":"The cueyatl moon priest harnesses moonlight, dispelling magical light in a 30-foot radius. In addition, each hostile creature within 30 feet must make a DC 13 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, and half as much damage on a successful one. A creature that has total cover from the moon priest is not affected.","name":"Night's Chill (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cueyatl can breathe air and water.","name":"Amphibious"},{"desc":"The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"},{"desc":"The cueyatl moon priest has advantage on saving throws and ability checks made to escape a grapple.","name":"Slippery"},{"desc":"The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"},{"desc":"The cueyatl moon priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: \nCantrips (at will): guidance, resistance, sacred flame, spare the dying\n1st level (4 slots): bane, cure wounds, protection from evil and good\n2nd level (3 slots): hold person, silence, spiritual weapon\n3rd level (2 slots): bestow curse, spirit guardians","name":"Spellcasting"}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cueyatl-moon-priest/"},{"slug":"cueyatl-sea-priest","desc":"","name":"Cueyatl Sea Priest","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"leather armor","hit_points":45,"hit_dice":"10d6+10","speed":{"climb":20,"swim":30,"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan, Cueyatl","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":2,"damage_dice":"1d6","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage, or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.","name":"Trident"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cueyatl can breathe air and water.","name":"Amphibious"},{"desc":"The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"},{"desc":"The cueyatl has advantage on saving throws and ability checks made to escape a grapple.","name":"Slippery"},{"desc":"The cueyatl sea priest can communicate with amphibious and water breathing beasts and monstrosities as if they shared a language.","name":"Speak with Sea Life"},{"desc":"The cueyatl sea priest is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): guidance, poison spray\n1st level (3 slots): animal friendship, create or destroy water, fog cloud, speak with animals","name":"Spellcasting"},{"desc":"The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cueyatl-sea-priest/"},{"slug":"cueyatl-warrior","desc":"","name":"Cueyatl Warrior","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"leather armor","hit_points":36,"hit_dice":"8d6+8","speed":{"climb":20,"swim":30,"walk":30},"strength":12,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":2,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Cueyatl","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) poison damage, or 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage if used with two hands.","name":"Battleaxe"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The cueyatl can breathe air and water.","name":"Amphibious"},{"desc":"The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"},{"desc":"The cueyatl has advantage on saving throws and ability checks made to escape a grapple.","name":"Slippery"},{"desc":"The cueyatl's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":69,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cueyatl-warrior/"},{"slug":"deathsworn-elf","desc":"","name":"Deathsworn Elf","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"studded leather","hit_points":82,"hit_dice":"15d8+15","speed":{"walk":30},"strength":14,"dexterity":19,"constitution":12,"intelligence":11,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":10,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"Common, Elvish","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The deathsworn makes two melee attacks or four ranged attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Scimitar"},{"attack_bonus":7,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","name":"Longbow"},{"desc":"The deathsworn shoots a rain of fiery arrows in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Volley (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The deathsworn can use Disengage as a bonus action.","name":"Archer's Step"},{"desc":"As a bonus action after firing an arrow, the deathsworn can imbue the arrow with magical power, causing it to trail green fire. The arrow deals an extra 7 (2d6) fire damage.","name":"Death Bolt (3/Day)"},{"desc":"The deathsworn has advantage on saving throws against being charmed, and magic can't put the deathsworn to sleep.","name":"Fey Ancestry"},{"desc":"The deathsworn has advantage on Wisdom (Perception) checks that rely on hearing or sight.","name":"Keen Hearing and Sight"},{"desc":"The deathsworn's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The deathsworn can take the Hide action as a bonus action.","name":"Stealthy Traveler"},{"desc":"If the deathsworn surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.","name":"Surprise Attack"}],"spell_list":[],"page_no":142,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_deathsworn-elf/"},{"slug":"dream-squire","desc":"","name":"Dream Squire","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":2,"skills":{"athletics":4,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Umbral","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The dream squire makes two melee attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage.","name":"Mace"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) psychic damage.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"When the dream squire's master is targeted by an attack or spell, the squire magically teleports to an unoccupied space within 5 feet of the master, and the attack or spell targets the squire instead. If the attack or spell deals damage, the dream squire takes half damage from it. To use this ability, the master and squire must be on the same plane.","name":"For the Master"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dream squire has advantage on saving throws against being charmed or frightened. If an effect would cause the squire to take a harmful action against its master, it can immediately repeat the saving throw (if any), ending the effect on a success. The squire has disadvantage on attack rolls or ability checks made against its master.","name":"Bound Devotion"},{"desc":"The dream squire is bound to serve another creature as its master. The squire obeys all the master's commands, and the master can communicate telepathically with the squire as long as they are on the same plane. \n\nA dispel evil and good spell's break enchantment option that targets a dream squire forces it to make a Wisdom saving throw. On a failure, the squire's bond with its master is broken, and it returns to its true form (use human guard statistics).","name":"Master's Bond"}],"spell_list":[],"page_no":134,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dream-squire/"},{"slug":"eye-of-the-gods","desc":"","name":"Eye of the Gods","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"any alignment (as its creator deity)","armor_class":14,"armor_desc":null,"hit_points":36,"hit_dice":"8d6+8","speed":{"fly":50,"hover":true,"walk":0},"strength":8,"dexterity":18,"constitution":12,"intelligence":13,"wisdom":20,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"perception":9},"damage_vulnerabilities":"","damage_resistances":"fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"truesight 120 ft., passive Perception 19","languages":"all, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) radiant (good or neutral eyes) or necrotic (evil eyes) damage.","name":"Slam"},{"desc":"The eye of the gods inspires all allies within 10 feet. For 1 minute, all inspired creatures have advantage on saving throws against being frightened.","name":"Divine Inspiration (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A hostile creature that touches the eye of the gods or hits it with a melee attack while within 5 feet of it takes 3 (1d6) radiant (good or neutral eyes) or necrotic (evil eyes) damage.","name":"Blazing Nimbus"},{"desc":"Allies within 10 feet of the eye of the gods have truesight of 20 feet.","name":"Corona of Truth"},{"desc":"The deity that created the eye of the gods can see everything the eye sees and can instantly recall the eye to its side at any time.","name":"Divine Conduit"},{"desc":"As a bonus action, the eye of the gods can magically shift from the Material Plane to the Ethereal Plane, or vice versa.","name":"Ethereal Jaunt"}],"spell_list":[],"page_no":16,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_eye-of-the-gods/"},{"slug":"far-wanderer","desc":"","name":"Far Wanderer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"arcana":5,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.","name":"Stardust Blade"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.","name":"Stardust bow"},{"desc":"The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.","name":"Call to Yorama (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.","name":"Trader"},{"desc":"As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.","name":"Traveler"}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_far-wanderer/"},{"slug":"fire-imp","desc":"","name":"Fire Imp","size":"Tiny","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":14,"hit_dice":"4d4+4","speed":{"fly":40,"walk":20},"strength":5,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take another 2 (1d4) fire damage at the start of its next turn.","name":"Fire Touch"},{"attack_bonus":4,"damage_dice":"2d4","desc":"Ranged Spell Attack: +4 to hit, range 150 ft., one target. Hit: 5 (2d4) fire damage and if the target is a flammable object that isn't being worn or carried, it also catches fire.","name":"Hurl Flame"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Magical darkness doesn't impede the imp's darkvision.","name":"Devil's Sight"},{"desc":"Whenever the imp is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.","name":"Fire Absorption"},{"desc":"As a bonus action, the imp casts the heat metal spell without expending any material components (spell save DC 12).","name":"Heat Metal (1/Day)"},{"desc":"The imp has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fire-imp/"},{"slug":"flame-eater-swarm","desc":"","name":"Flame Eater Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d8+6","speed":{"fly":40,"walk":0},"strength":3,"dexterity":15,"constitution":12,"intelligence":2,"wisdom":14,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"fire","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 30 ft., passive Perception 12","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The swarm can make two bite attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hp or fewer.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any normal fire in the flame eater swarm's space at the end of the swarm's turn is extinguished. Magical fire (a flaming weapon or wall of fire spell, for example) is extinguished if the swarm makes a successful DC 13 Constitution check. Only the swarm's space is affected; fires larger than the swarm continue burning outside the swarm's space. For 1 minute after the swarm consumes any flame, its bite attack deals an extra 9 (2d8) fire damage and any creature that ends its turn in the swarm's space takes 4 (1d8) fire damage.","name":"Consume Flame"},{"desc":"The swarm can occupy the same space as another creature and vice versa. The swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_flame-eater-swarm/"},{"slug":"gargoctopus","desc":"","name":"Gargoctopus","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d10+16","speed":{"climb":20,"swim":40,"walk":40},"strength":18,"dexterity":13,"constitution":12,"intelligence":19,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"history":7,"investigation":7,"perception":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.","name":"Tentacle"},{"desc":"One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.","name":"Fling"},{"desc":"The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus' next turn. On a success, a target takes half the damage and isn't stunned.","name":"Tentacle Slam (Recharge 5-6)"},{"desc":"A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud.","name":"Ink Cloud (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The gargoctopus can breathe air and water.","name":"Amphibious"},{"desc":"The gargoctopus has advantage on Dexterity (Stealth) checks made to hide.","name":"Shifting Camouflage"},{"desc":"The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":167,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gargoctopus/"},{"slug":"grindylow","desc":"","name":"Grindylow","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"swim":40,"walk":10},"strength":13,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The grindylow makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Bite"},{"attack_bonus":3,"damage_dice":"2d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the grindylow can't use its claws on another target.","name":"Claws"},{"desc":"A 20-foot-radius cloud of ink extends all around the grindylow if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.\n\nAfter releasing the ink, the grindylow can use the Dash action as a bonus action.","name":"Ink Cloud (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The grindylow can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.","name":"Mimicry"},{"desc":"The grindylow has advantage on ability checks and saving throws made to escape a grapple.","name":"Slippery"},{"desc":"The grindylow can breathe only underwater.","name":"Water Breathing"}],"spell_list":[],"page_no":210,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_grindylow/"},{"slug":"kappa","desc":"","name":"Kappa","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral or chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":49,"hit_dice":"11d6+11","speed":{"swim":40,"walk":25},"strength":18,"dexterity":14,"constitution":12,"intelligence":7,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"medicine":4,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The kappa makes two claw attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the kappa doesn't already have another creature grappled.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kappa can breathe air and water.","name":"Amphibious"},{"desc":"The kappa can grapple creatures that are two sizes larger than itself and can move at full speed when dragging a creature it has grappled.","name":"Expert Wrestler"},{"desc":"The kappa has a bowl-like indentation on its head which holds water from the river or lake where it lives. If the kappa's head bowl is empty, it has disadvantage on attack rolls and ability checks until the bowl is refilled with water. \n\nNormal movement and combat do not cause water to spill from the bowl, but an opponent can empty the bowl by knocking the kappa prone or by making two successful grapple attacks - one to grab the kappa, and one to tip its head while it is grappled.","name":"Head Bowl"},{"desc":"The kappa has advantage on ability checks and saving throws made to escape a grapple.","name":"Slippery"},{"desc":"The kappa has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.","name":"Sure-Footed"}],"spell_list":[],"page_no":234,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kappa/"},{"slug":"king-kobold","desc":"","name":"King Kobold","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"18 with mage armor","hit_points":112,"hit_dice":"25d6+25","speed":{"walk":30},"strength":8,"dexterity":20,"constitution":12,"intelligence":14,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":8,"intimidation":8,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The king kobold makes two shortsword attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","name":"Shortsword"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","name":"Hand Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.","name":"Uncanny Dodge"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","name":"Evasion"},{"desc":"The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"The king kobold deals an extra 14 (4d6) 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 king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, poison spray\n1st level (4 slots): alarm, grease, mage armor\n2nd level (3 slots): alter self, hold person, invisibility","name":"Spellcasting"}],"spell_list":[],"page_no":162,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_king-kobold/"},{"slug":"moon-nymph","desc":"","name":"Moon Nymph","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":110,"hit_dice":"20d8+20","speed":{"fly":40,"hover":true,"walk":0},"strength":5,"dexterity":17,"constitution":12,"intelligence":13,"wisdom":15,"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,"persuasion":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant","damage_immunities":"psychic","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The moon nymph makes two beguiling touch attacks or two moonbeam attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"4d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.","name":"Beguiling Touch"},{"attack_bonus":6,"damage_dice":"4d8+3","desc":"Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) radiant damage, and the target is blinded until the end of its next turn.","name":"Moonbeam"},{"desc":"The moon nymph emits a wave of hallucinatory nightmare visions. Each creature within 5 feet of the moon nymph must make a DC 14 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and is frightened. On a success, the creature takes half of the damage and isn't frightened. A frightened creature must succeed on a DC 10 Wisdom saving throw at the end of its turn to end the effect on itself. On a second failed save, the creature is incapacitated by fright for 1 round. On the start of its next turn, the creature must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hp.","name":"Veil of Nightmares (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The moon nymph is invisible in darkness or in bright light. It can only be seen via normal means when in dim light.","name":"Invisibility"},{"desc":"The moon nymph has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":269,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_moon-nymph/"},{"slug":"necrotic-tick","desc":"","name":"Necrotic Tick","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":3,"hit_dice":"1d4+1","speed":{"climb":10,"walk":10},"strength":2,"dexterity":14,"constitution":12,"intelligence":1,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the tick attaches to the target. While attached, the necrotic tick doesn't attack. Instead, at the start of each of the tick's turns, the target loses 5 (1d4 + 3) hp due to blood loss. The target must make a DC 13 Wisdom saving throw. If it fails, it is affected by the tick's toxins and doesn't attempt to remove the tick. The host will even replace a dislodged tick unless prevented from doing so for 1 minute, after which the tick's influence fades. \n\nThe tick can detach itself by spending 5 feet of its movement. It does so when seeking a new host or if the target dies. A creature, including the target, can use its action to detach the tick. When a necrotic tick detaches, voluntarily or otherwise, its host takes 1 necrotic damage.","name":"Blood Drain"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While attached to a living host, a necrotic tick leaks negative energy into the host's bloodstream, quickly closing over the creature's wounds with scabrous, necrotic flesh. If the host doesn't already have regeneration, it regains 2 hp at the start of its turn if it has at least 1 hit point. Track how many “necrotic hp” a host recovers via Necrotic Regeneration. Magical healing reverses the necrosis and subtracts an equal number of necrotic hp from those accumulated. When the necrotic hp equal the host's hit point maximum, the host becomes a zombie.","name":"Necrotic Regeneration"},{"desc":"When a necrotic tick's living host has lost three-quarters of its maximum hp from Blood Drain, the tick's toxins fill the host with an unnatural desire to approach other living beings. When a suitable creature is within 5 feet, the tick incites a sudden rage in the host, riding the current host to a new host. The current host must succeed on a DC 13 Wisdom saving throw or it attempts to grapple a living creature within 5 feet of it as a reaction. The host can re-attempt this saving throw at the end of each turn that it suffers damage from the necrotic tick's Blood Drain.","name":"Ride Host"}],"spell_list":[],"page_no":275,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_necrotic-tick/"},{"slug":"paper-golem","desc":"","name":"Paper Golem","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":7,"hit_dice":"2d4+2","speed":{"fly":30,"walk":20},"strength":8,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 30 ft., passive perception 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","name":"Paper Cut"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the paper golem remains motionless, it is indistinguishable from an ordinary sheet of paper.","name":"False Appearance"},{"desc":"The paper golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","name":"Ink Blot (Recharge 4-6)"},{"desc":"The paper golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":176,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_paper-golem/"},{"slug":"paper-golem-swarm","desc":"","name":"Paper Golem Swarm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d8+10","speed":{"fly":30,"walk":20},"strength":8,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 30 ft., passive perception 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer.","name":"Paper Cut"},{"desc":"The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.","name":"Whirlwind (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the paper golem swarm remains motionless, it is indistinguishable from ordinary sheets of paper.","name":"False Appearance"},{"desc":"The paper golem swarm is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack or whirlwind action, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","name":"Ink Blot (Recharge 4-6)"},{"desc":"The paper golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_paper-golem-swarm/"},{"slug":"pattern-dancer","desc":"","name":"Pattern Dancer","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":null,"skills":{"acrobatics":5,"deception":5,"performance":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Elvish","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Shortsword"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Longbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Fey Ancestry"},{"desc":"As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","name":"Shadow Traveler (1/Day)"},{"desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"},{"desc":"The pattern dancer is a 5th-levelspellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): dancing lights, friends, minor illusion, poison spray\n1st level (4 slots): color spray, disguise self, magic missile, shield\n2nd level (3 slots): blur, mirror image\n3rd level (2 slots): major image, nondetection","name":"Spellcasting"},{"desc":"When three pattern dancers are within 60 feet of each other, they can work together to cast communal spells that are more powerful than they could cast individually. To do this, one takes an action to cast a spell, and the other two must use their reactions to complete it. These communal spells are cast at 11th level and have a spell save DC of 13:\nAt will: hold person\n3/day: fear, sleep\n1/day: confusion, hypnotic pattern","name":"Group Actions"}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pattern-dancer/"},{"slug":"philosophers-ghost","desc":"","name":"Philosopher's Ghost","size":"Medium","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":77,"hit_dice":"14d8+14","speed":{"walk":40},"strength":9,"dexterity":17,"constitution":12,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold; slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The philosopher's ghost makes two burning touch attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing.","name":"Burning Touch"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.","name":"Illumination"},{"desc":"The philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","name":"Persistent Burning Form"},{"desc":"The philosopher's ghost deals double damage to objects and structures.","name":"Siege Monster"},{"desc":"If completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed.","name":"Water Vulnerability"}],"spell_list":[],"page_no":297,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_philosophers-ghost/"},{"slug":"ramag-portal-master","desc":"","name":"Ramag Portal Master","size":"Medium","type":"Humanoid","subtype":"ramag","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"15 with mage armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":18,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7,"investigation":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Abyssal, Celestial, Common, Giant, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The ramag portal master makes two lightning stroke attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 14 (4d6) force damage.","name":"Gate Seal"},{"attack_bonus":7,"damage_dice":"4d6","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage. If the target is a creature, it can't take reactions until the start of the ramag's next turn.","name":"Lightning Stroke"},{"desc":"The ramag magically empowers its gate seal to dampen teleportation, planar gates, and portals within 60 feet of it. A creature that attempts to teleport while within or into the area must succeed on a DC 15 Charisma saving throw or the teleport fails. Spells and abilities that conjure creatures or objects automatically fail, and portals or gates are suppressed while they remain in the area. The seal lasts 1 hour, or until the ramag loses concentration on it as if concentrating on a spell.","name":"Dimensional Seal (Recharges after a Short or Long Rest)"},{"desc":"The ramag creates two magical gateways in unoccupied spaces it can see within 100 feet of it. The gateways appear as shimmering, opaque ovals in the air. A creature that moves into one gateway appears at the other immediately. The gateways last for 1 minute, or until the ramag loses concentration on them as if concentrating on a spell.","name":"Weave Dimensions"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ramag has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The ramag portal master is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, light, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, mage armor, magic missile\n2nd level (3 slots): arcane lock, hold person, levitate, misty step\n3rd level (3 slots): counterspell, dispel magic, fireball\n4th level (1 slot): banishment","name":"Spellcasting"}],"spell_list":[],"page_no":313,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ramag-portal-master/"},{"slug":"ratfolk-warlock","desc":"","name":"Ratfolk Warlock","size":"Small","type":"Humanoid","subtype":"ratfolk","group":null,"alignment":"any alignment","armor_class":13,"armor_desc":"16 with mage armor","hit_points":27,"hit_dice":"6d6+6","speed":{"swim":10,"walk":25},"strength":8,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":3,"skills":{"arcana":4,"deception":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Dagger"},{"attack_bonus":1,"damage_dice":"1d6-1","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands.","name":"Quarterstaff"},{"desc":"The ratfolk warlock causes tendrils of shadow to reach out from its body toward all creatures within 10 feet of it. Each creature in the area must succeed on a DC 13 Wisdom saving throw or be restrained by the tendrils until the end of the ratfolk warlock's next turn.","name":"Darken"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ratfolk warlock can move through the space of any Medium or larger creature.","name":"Nimbleness"},{"desc":"The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"The ratfolk warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, eldritch blast, fire bolt, mage armor, mage hand, minor illusion, poison spray, speak with animals\n3/day each: command, darkness, hellish rebuke\n1/day each: blindness/deafness, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratfolk-warlock/"},{"slug":"rimewing","desc":"","name":"Rimewing","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"fly":30,"walk":25},"strength":11,"dexterity":14,"constitution":12,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Proboscis"},{"desc":"A 20-foot radius cloud of colorful ice crystals extends from the rimewing. Each creature in that area must succeed on a DC 10 Wisdom saving throw or be charmed by the rimewing for 1 minute. While charmed by the rimewing, a creature is incapacitated and must move up to its speed toward the rimewing at the start of its turn, stopping when it is 5 feet away. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Frosted Wings (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant moth has advantage on Wisdom (Perception) checks that rely on smell.","name":"Antennae"}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_rimewing/"},{"slug":"scitalis","desc":"","name":"Scitalis","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d10+9","speed":{"swim":30,"walk":20},"strength":16,"dexterity":12,"constitution":12,"intelligence":2,"wisdom":18,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":6,"charisma_save":2,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 16","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) poison damage.","name":"Bite"},{"desc":"Each creature of the scitalis' choice that is within 60 feet of the scitalis and can see it must succeed on a DC 14 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the scitalis' Stunning Scales for the next 24 hours.","name":"Stunning Scales"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The scitalis has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":321,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_scitalis/"},{"slug":"shadow-goblin","desc":"","name":"Shadow Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":13,"hit_dice":"3d6+3","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":13,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Elvish, Goblin, Umbral","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The shadow goblin can make two attacks with its kitchen knife. The second attack has disadvantage.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Kitchen Knife"}],"bonus_actions":null,"reactions":[{"desc":"When the shadow goblin is hit by an attack from a creature it can see, it can curse the attacker. The attacker has disadvantage on attack rolls until the end of its next turn.","name":"Vengeful Jinx"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shadow goblin can take the Disengage or Hide action as a bonus action on each of its turns.","name":"Nimble Escape"},{"desc":"The shadow goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.","name":"Shadow Camouflage"},{"desc":"While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The shadow goblin has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.","name":"Traveler in Darkness"},{"desc":"The shadow goblin has advantage on saving throws against being charmed, and magic can't put it to sleep.","name":"Unseelie Blessing"}],"spell_list":[],"page_no":326,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-goblin/"},{"slug":"skull-lantern","desc":"","name":"Skull Lantern","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":14,"hit_dice":"4d4+4","speed":{"fly":30,"hover":true,"walk":0},"strength":1,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":6,"charisma":5,"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":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone, unconscious","senses":"passive Perception 8","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Bite"},{"desc":"The skull lantern opens its mouth, releasing a searing beam of light in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Beam (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When immersed in magical darkness, a skull lantern emits a brilliant flash of light powerful enough to dispel magical darkness in a 30-foot-radius sphere centered on itself, illuminating the area with bright light for 1d4 rounds. Afterwards, the light winks out and the skull falls to the ground, inert. In one week, the skull lantern has a 50% chance of becoming active again, though failure to do so means it will never reanimate.","name":"Flare"},{"desc":"The skull lantern sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.","name":"Illumination"},{"desc":"If damage reduces the skull to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skull drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_skull-lantern/"},{"slug":"sootwing","desc":"","name":"Sootwing","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":13,"hit_dice":"3d6+3","speed":{"fly":30,"walk":25},"strength":11,"dexterity":12,"constitution":12,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Proboscis"},{"desc":"A 20-foot radius cloud of smoldering ash disperses from the sootwing. Each creature in that area must make a DC 11 Constitution saving throw. On a failure, a creature takes 4 (1d8) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded.","name":"Sooty Wings (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant moth has advantage on Wisdom (Perception) checks that rely on smell.","name":"Antennae"}],"spell_list":[],"page_no":179,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_sootwing/"},{"slug":"the-barbed","desc":"","name":"The Barbed","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":8,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Draconic","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.","name":"Barbed Slash"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","name":"Javelin"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":406,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_the-barbed/"},{"slug":"thread-bound-constrictor-snake","desc":"","name":"Thread-Bound Constrictor Snake","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":60,"hit_dice":"8d12+8","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":12,"intelligence":1,"wisdom":10,"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":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.","name":"Constrict"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The snake is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the snake must succeed on a Constitution saving throw against the caster's spell save DC or return to the textile to which it is bound for 1 minute.","name":"Antimagic Susceptibility"},{"desc":"The snake is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The snake's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The snake 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":"Shifting Form"}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_thread-bound-constrictor-snake/"},{"slug":"vanara","desc":"","name":"Vanara","size":"Medium","type":"Humanoid","subtype":"simian","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d8+10","speed":{"climb":30,"walk":30},"strength":14,"dexterity":16,"constitution":12,"intelligence":11,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"acrobatics":5,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Simian","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or drop its weapon in a space within 10 feet of the target.","name":"Slam"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.","name":"Sling"},{"desc":"The vanara releases a sonorous howl in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn't deafened.","name":"Howl (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the vanara can use its tail to distract an opponent within 5 feet of it by pulling on an arm, tossing dirt in the target's face, or some other method of interfering. The target must succeed on a DC 13 Dexterity saving throw or have disadvantage on all attacks against the vanara until the vanara's next turn.","name":"Distract"},{"desc":"As a bonus action, the vanara can move up to 80 feet without provoking opportunity attacks. It can't use this trait if it is wielding a weapon or holding an object weighing more than 10 lbs.","name":"Quadrupedal Dash"},{"desc":"The vanara's long jump is 30 feet and its high jump is up to 15 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":235,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vanara/"},{"slug":"werebat","desc":"","name":"Werebat","size":"Medium","type":"Humanoid","subtype":"human, shapechanger","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"in humanoid form, 14 (natural armor) in bat or hybrid form","hit_points":66,"hit_dice":"12d8+12","speed":{"fly":50,"walk":30},"strength":12,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":9,"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":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"Common (can't speak in bat form)","challenge_rating":"3","cr":3.0,"actions":[{"desc":"In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace.","name":"Multiattack (Humanoid or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.","name":"Bite (Bat or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.","name":"Claws (Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","name":"Mace (Humanoid Form Only)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The werebat can't use its blindsight while deafened.","name":"Echolocation"},{"desc":"The werebat has advantage on Wisdom (Perception) checks that rely on hearing.","name":"Keen Hearing"},{"desc":"The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":258,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_werebat/"},{"slug":"zoog","desc":"","name":"Zoog","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":3,"hit_dice":"1d4+1","speed":{"climb":30,"walk":30},"strength":3,"dexterity":16,"constitution":12,"intelligence":11,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Deep Speech, Void Speech","challenge_rating":"0","cr":0.0,"actions":[{"desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":396,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_zoog/"},{"slug":"alseid-tob1-2023","desc":"False","name":"Alseid","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"leather armor","hit_points":33,"hit_dice":"6d8 + 6","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Nature":3,"Perception":5,"Stealth":5,"Survival":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Thorned Staff","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 5 (2d4) piercing damage."},{"name":"Thorn Bolt","desc":"Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (2d4 + 3) piercing damage."},{"name":"Spellcasting","desc":"The grovekeeper casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):\nAt will: animal friendship, animal messenger, druidcraft\n1/day each: cure wounds, faerie fire, lesser restoration"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Woodfriend","desc":"When in a forest, the alseid leaves no tracks and automatically discerns true north."}],"spell_list":[],"page_no":15,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_alseid/"},{"slug":"anubian-tob1-2023","desc":"False","name":"Anubian","size":"Medium","type":"Elemental","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d8 + 8","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 11","languages":"Primordial","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The anubian makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."},{"name":"Haboob (1/Day)","desc":"A 30-foot-tall cylinder of sand forms in the anubian's space and moves with it for 10 minutes, until the anubian ends the storm as a bonus action, or until its concentration ends (as if concentrating on a spell). The area within 5 feet of the anubian is heavily obscured. A creature that starts its turn in that area or enters the area for the first time on a turn must succeed on a DC 13 Strength saving throw or be restrained by the storm. While restrained, the creature takes 3 (1d6) slashing damage at the start of each of its turns, and moves with the anubian when the anubian moves. A creature, including the restrained creature, can use its action to free the restrained creature by succeeding on a DC 13 Strength check."}],"bonus_actions":[{"name":"Sand Step","desc":"The anubian collapses into loose sand and teleports up to 30 feet to an unoccupied space it can see, reforming in that space. If the destination space contains sand, the anubian can immediately Hide. The anubian can't use Sand Step while Haboob is active."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The anubian doesn't require air, food, drink, or sleep."},{"name":"Sand Camouflage","desc":"The anubian has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."},{"name":"Sand Form","desc":"The anubian 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":"Vulnerability to Water","desc":"For every 5 feet the anubian moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn."}],"spell_list":[],"page_no":23,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_anubian/"},{"slug":"bastettemplecat-tob1-2023","desc":"False","name":"Bastet Temple Cat","size":"Small","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"","hit_points":40,"hit_dice":"9d6 + 9","speed":{"walk":30},"strength":8,"dexterity":19,"constitution":12,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The temple cat makes one Bite attack and one Claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage."},{"name":"Fascinating Purr","desc":"The temple cat purrs loudly at a Humanoid it can see within 30 feet of it and that can hear it. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target is incapacitated and must move on its turn toward the cat by the most direct route, trying to get within 5 feet of the cat and pet or hold it. The target doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the cat, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Purr for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it."},{"name":"Spellcasting","desc":"The temple cat casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: guidance\n3/day each: charm person, cure wounds\n1/day: enhance ability (only Cat's Grace)"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Smell","desc":"The temple cat has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Priestly Purr","desc":"When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet of it, that spellcaster can choose two 1st-level spells and one 2nd-level spell that it is able to cast and imbue the temple cat with the spells. The spellcaster doesn't expend spell slots to imbue the cat in this way. The cat can be imbued with no more than three spells at a time. The cat can use the Spellcasting action to cast each spell once, requiring no material components. Once the spells are expended, the temple cat must finish a long rest before it can be imbued with spells again."}],"spell_list":[],"page_no":32,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_bastet-temple-cat/"},{"slug":"beli-tob1-2023","desc":"False","name":"Beli","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":45,"hit_dice":"10d6 + 10","speed":{"walk":30,"fly":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":8,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarvish, Giant","challenge_rating":"2","cr":2.0,"actions":[{"name":"Ice Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) cold damage."},{"name":"Icy Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) cold damage, and the target must succeed on a DC 13 Constitution saving throw or suffer one level of exhaustion from the arrow's icy chill. On a success, the target can't suffer further levels of exhaustion from any beli's Icy Shortbow for 24 hours. If a creature would suffer a sixth level of exhaustion from this attack, it is reduced to 0 hp instead and must make death saving throws as normal. A creature reduced to 0 hp in this way can't suffer further levels of exhaustion from any beli's Icy Shortbow for 24 hours."},{"name":"Invisibility","desc":"The beli magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the beli wears or carries is invisible with it."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Arctic Hunter","desc":"The beli has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. In addition, it has advantage on Wisdom (Perception) checks that rely on sight in snowy terrain."},{"name":"Cold Regeneration","desc":"If it starts its turn in an area with below freezing temperature, the beli regains 3 hp. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hp and it doesn't regenerate."},{"name":"Flyby","desc":"The beli doesn't provoke opportunity attacks when it flies out of an enemy's reach."}],"spell_list":[],"page_no":35,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_beli/"},{"slug":"burrowling-tob1-2023","desc":"False","name":"Burrowling","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":13,"armor_desc":"","hit_points":27,"hit_dice":"6d6 + 6","speed":{"walk":10,"burrow":30},"strength":10,"dexterity":16,"constitution":12,"intelligence":9,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The burrowling makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage."},{"name":"Sling","desc":"Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Burrow Awareness","desc":"A burrowling has advantage on Wisdom (Perception) checks if at least one other burrowling within 10 feet of it isn't incapacitated."},{"name":"Pack Tactics","desc":"The burrowling has advantage on attack rolls against a creature if at least one of the burrowling's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":47,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_burrowling/"}]}