{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-cr&page=17","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-cr&page=15","results":[{"slug":"dune-mimic","desc":"_When a dune mimic strikes, the sand surges and shifts, a sinkhole opens, and sandy tendrils snatch at nearby creatures._  \n**Enormous Forms.** Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape.  \n**A King’s Guardians.** Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth.  \n**Spread by Spores.** Although not intended to reproduce, they began producing spores spontaneously and replicating themselves, so that now they’re spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century.","name":"Dune Mimic","size":"Huge","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d12+64","speed":{"walk":10},"strength":20,"dexterity":8,"constitution":18,"intelligence":9,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 14","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dune mimic makes four pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Engulf","desc":"The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Adhesive (Object or Terrain Form Only)","desc":"The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait."},{"name":"False Appearance (Object or Terrain Form Only)","desc":"While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature."},{"name":"Grappler","desc":"The dune mimic has advantage on attack rolls against a creature grappled by it."}],"spell_list":[],"page_no":162,"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_dune-mimic/"},{"slug":"emerald-order-cult-leader","desc":"","name":"Emerald Order Cult Leader","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful neutral or evil","armor_class":14,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":14,"intelligence":15,"wisdom":20,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":8,"charisma_save":5,"perception":null,"skills":{"arcana":5,"deception":5,"history":5,"religion":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"any three languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The Emerald Order cult leader makes one melee attack and casts a cantrip."},{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":[{"name":"Esoteric Vengeance","desc":"As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Key of Prophecy","desc":"The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks."},{"name":"Innate Spellcasting","desc":"the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:\n\n2/day each: detect thoughts, dimension door, haste, slow\n\n1/day each: suggestion, teleport"},{"name":"Spellcasting","desc":"the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): cure wounds, identify, guiding bolt\n\n2nd level (3 slots): lesser restoration, silence, spiritual weapon\n\n3rd level (3 slots): dispel magic, mass healing word, spirit guardians\n\n4th level (3 slots): banishment, death ward, guardian of faith\n\n5th level (2 slots): flame strike"}],"spell_list":[],"page_no":421,"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_emerald-order-cult-leader/"},{"slug":"feyward-tree","desc":"_Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal._  \n**Cold Iron Trees.** These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons.  \n**Fey Destroyers.** The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown.  \n**Growing Numbers.** Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance.  \n**Constructed Nature.** A feyward tree doesn’t require air, food, drink, or sleep.","name":"Feyward Tree","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d12+36","speed":{"walk":20},"strength":26,"dexterity":10,"constitution":18,"intelligence":2,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":3,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it."},{"name":"Razor-Leafed Branch","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.","attack_bonus":11,"damage_dice":"3d8"},{"name":"Flaying Leaves (Recharge 5-6)","desc":"The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"A feyward tree has advantage on saving throws against spells and other magical effects."},{"name":"Contractibility and Conductivity","desc":"certain spells and effects function differently against feyward trees:\n\na magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.\n\na magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects."},{"name":"Immutable Form","desc":"The feyward tree is immune to any spell or effect that would alter its form."},{"name":"Magic Weapons","desc":"The feyward tree's weapon attacks are magical."},{"name":"Warden's Reach","desc":"Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach."}],"spell_list":[],"page_no":200,"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_feyward-tree/"},{"slug":"idolic-deity","desc":"_This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure._  \n**Relics of Dark Gods.** Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god— mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war.  \n**Imprisoned Shadow Demons.** The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity.  \n**Constructed Nature.** An idolic deity doesn’t require air, food, drink, or sleep.","name":"Idolic Deity","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"walk":0,"fly":30},"strength":14,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":11,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"deception":8,"stealth":8},"damage_vulnerabilities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 60 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The idolic deity uses Seduce the Righteous and makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Seduce the Righteous","desc":"The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Stealth in darkness","desc":"The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness."},{"name":"Apostasy Aura","desc":"The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect."},{"name":"Incorporeal Movement","desc":"The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the idolic deity can take the Hide action as a bonus action."}],"spell_list":[],"page_no":255,"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_idolic-deity/"},{"slug":"kishi-demon","desc":"","name":"Kishi Demon","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor, shield","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":50},"strength":19,"dexterity":20,"constitution":19,"intelligence":15,"wisdom":11,"charisma":22,"strength_save":null,"dexterity_save":8,"constitution_save":7,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"deception":9,"perception":3,"performance":9},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Celestial, Common, Draconic, Infernal, telepathy","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The demon makes one bite attack and three spear attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Two Heads","desc":"The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."},{"name":"Innate Spellcasting","desc":"the demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion\n\n3/day: glibness\n\n1/day: dominate person"},{"name":"Magic Resistance","desc":"The demon has advantage on saving throws against spells and other magical effects."},{"name":"Trophy Shield","desc":"If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon."},{"name":"Variant: Demon Summoning","desc":"some kishi demons have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon"}],"spell_list":[],"page_no":77,"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_kishi-demon/"},{"slug":"liosalfar","desc":"_The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns._  \nSometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them.  \n**Servants of Fate.** Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement.  \n**Pattern Vision.** Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns.  \n**Enemies of the Ramag.** The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.”  \n**Elemental Nature.** A liosalfar doesn’t require air, food, drink, or sleep.","name":"Liosalfar","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"","hit_points":110,"hit_dice":"20d10","speed":{"fly":60,"hover":true},"strength":10,"dexterity":25,"constitution":10,"intelligence":18,"wisdom":18,"charisma":12,"strength_save":null,"dexterity_save":10,"constitution_save":3,"intelligence_save":7,"wisdom_save":7,"charisma_save":4,"perception":7,"skills":{"arcana":7,"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic, radiant","condition_immunities":"blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 120 ft., truesight 60 ft., passive Perception 17","languages":"Common, Celestial, Primordial, Elvish, Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The liosalfar makes two Disrupting Touch attacks."},{"name":"Disrupting Touch","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.","attack_bonus":10,"damage_dice":"4d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Alien Mentality","desc":"A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round."},{"name":"Darkness Vulnerability","desc":"Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful."},{"name":"Incorporeal Movement","desc":"The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying\n\n2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray\n\n1/day each: hallucinatory terrain, plane shift, sunbeam"},{"name":"Lightform","desc":"Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form."},{"name":"Prismatic Glow","desc":"Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness."}],"spell_list":[],"page_no":277,"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_liosalfar/"},{"slug":"lunar-devil","desc":"_A hulking figure floats in the air, a winged horror painted in mist and moonlight._  \n**Corruptors of the Moon.** Always standing a bit apart from the machinations of the Dukes of Hell due to their dependence on moonlight, lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil, and prefer lounging in the light of the moon over any more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods.  \n**Vain and Boastful.** Lunar devils are as vain as they are indolent, and tales the fey tell of them involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey.  \n**Flying in Darkness.** In combat, lunar devils sometimes cast fly on allies to bring them along, and they stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness as well, though, and are happy to use that against foes. At range, they use hurl moonlight and lightwalking to frustrate enemies. In melee, they use wall of ice to split foes, the better to battle just half at a time.","name":"Lunar Devil","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d10+45","speed":{"walk":40,"fly":60,"hover":true,"lightwalking":80},"strength":21,"dexterity":21,"constitution":20,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":8,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"1d8"},{"name":"Hurl Moonlight","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.","attack_bonus":7,"damage_dice":"3d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Innate Spellcasting","desc":"the devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: fly, major image, planar binding\n\n3/day: greater invisibility\n\n1/day: wall of ice"},{"name":"Light Incorporeality","desc":"The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead."},{"name":"Lightwalking","desc":"Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Variant: Devil Summoning","desc":"Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil."}],"spell_list":[],"page_no":110,"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_lunar-devil/"},{"slug":"mallqui","desc":"_With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes._  \n**Cold Plateau Mummies.** The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days.  \n**Undead Judges.** The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals.  \n**Icons of Growth.** Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them.  \n**Undead Nature.** A mallqui doesn’t require air, food, drink, or sleep.","name":"Mallqui","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":20},"strength":16,"dexterity":9,"constitution":16,"intelligence":11,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":3,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"history":3,"insight":6,"religion":3},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The mallqui can use its xeric aura and makes two attacks with its desiccating touch."},{"name":"Desiccating Touch","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.","attack_bonus":7,"damage_dice":"5d6"},{"name":"Xeric Aura","desc":"All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it."},{"name":"Xeric Blast","desc":"Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.","attack_bonus":7,"damage_dice":"3d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate."},{"name":"Innate Spellcasting","desc":"the mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: druidcraft, produce flame\n\n4/day each: create or destroy water, entangle\n\n2/day: locate animals or plants\n\n1/day each: dispel magic, plant growth, wind wall"},{"name":"Water Sensitivity","desc":"the flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:\n\n- Splashed with a waterskin or equivalent: 1d10 damage\n\n- Attacked by creature made of water: Normal damage plus an extra 1d10 damage\n\n- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)\n\n- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)\n\nalternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above"}],"spell_list":[],"page_no":282,"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_mallqui/"},{"slug":"monolith-champion","desc":"_This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword is slung across its back._  \n**Beautiful Constructs.** Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what’s beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming by mortal folk.  \n**Expensive Armor.** Regardless of a viewer’s esthetic opinion, it’s obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect; every surface is masterfully burnished and etched with detail almost invisible to the naked eye or decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct.  \n**Keeping Out the Rabble.** As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings.  \n**Constructed Nature.** A monolith champion doesn’t require air, food, drink, or sleep.","name":"Monolith Champion","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":16,"intelligence":10,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Elvish, Umbral","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The champion makes two greatsword attacks or two slam attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.","attack_bonus":7,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blatant Dismissal","desc":"While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."},{"name":"Fey Flame","desc":"The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."}],"spell_list":[],"page_no":294,"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_monolith-champion/"},{"slug":"qwyllion","desc":"_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._  \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves.  \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them.  \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.","name":"Qwyllion","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":19,"intelligence":12,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":4,"skills":{"acrobatics":11,"perception":4},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Goblin, Infernal, Sylvan, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The qwyllion uses its deadly gaze if it can, and makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.","attack_bonus":8,"damage_dice":"3d12"},{"name":"Deadly Gaze (recharge 5-6)","desc":"The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control."},{"name":"Innate Spellcasting","desc":"the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disruptive","desc":"Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion."},{"name":"Nauseating Aura","desc":"The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect."}],"spell_list":[],"page_no":316,"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_qwyllion/"},{"slug":"rust-drake","desc":"_A motionless rust drake is easily mistaken for a pile of scrap metal._  \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes.  \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins.  \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.","name":"Rust Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"19d8+76","speed":{"walk":30,"burrow":5,"fly":100},"strength":20,"dexterity":15,"constitution":19,"intelligence":12,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one tail swipe attack."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.","attack_bonus":8,"damage_dice":"3d8"},{"name":"Tail Swipe","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Vomits Scrap (Recharge 5-6)","desc":"A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus."},{"name":"Rust Drake Lockjaw","desc":"This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":155,"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_rust-drake/"},{"slug":"savager","desc":"_A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars. A savager’s forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation._  \n**Driven by Dark Spirits.** While druids claim these bear-like animals are not cursed or enchanted, the savager’s habit of killing any living creature on sight is not natural behavior. Hunger doesn’t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them.  \n**Gnaws Itself.** When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords.  \n**Rare Meetings.** The only creature a savager won’t attack on sight is another savager. If they are of the same sex, the two avoid each out of self-preservation, and if they’re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don’t escape on their own.  \nA savager weighs 1,800 pounds and is 11 feet long.","name":"Savager","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":115,"hit_dice":"1d10+60","speed":{"walk":40,"climb":20},"strength":22,"dexterity":14,"constitution":22,"intelligence":2,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The savager makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.","attack_bonus":9,"damage_dice":"2d12"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.","attack_bonus":9,"damage_dice":"5d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mighty Swing","desc":"When a savager attacks without moving during its turn, it makes its claw attack with advantage."},{"name":"Quills","desc":"A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager."}],"spell_list":[],"page_no":338,"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_savager/"},{"slug":"shabti","desc":"_Wearing silver and red enamel pectoral jewelry and stylized armlets, as well as carrying a thin, carved stick, this angular, dark‑eyed human appears almost normal. When it moves, gears clash and whir faintly within it._  \n**Lifelike Servants.** Shabti are constructs made to tend to their masters needs in the afterlife. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by intruders into their ancient tombs, though careful examination reveals faintly glowing hieroglyphs graven into their garments and their bodies.  \n**Insane Machines.** Usually driven mad by centuries within its master’s tomb, a shabti fiercely attacks anything that threatens its sworn charge. Some ceaselessly babble ancient scriptures or invocations to the gods of death.  \n**Ancient Weapons.** A shabti fights by releasing its serpentine armlets, then using telekinesis against spellcasters while thrashing anyone within reach with archaic but effective stick‑fighting maneuvers. The shabti’s weapon, the nabboot, is a 4-foot stick made of rattan or bundled reeds; this weapon was common in ancient forms of single-stick fighting. Shabti always fight until destroyed.  \n**Constructed Nature.** A shabti slime doesn’t require air, food, drink, or sleep.","name":"Shabti","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":40},"strength":14,"dexterity":20,"constitution":18,"intelligence":6,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The shabti uses Telekinesis and makes two attacks with its nabboot."},{"name":"Nabboot","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Telekinesis","desc":"The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The shabti is immune to spells and effects that would alter its form."},{"name":"Magic Resistance","desc":"The shabti has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The shabti's weapon attacks are magical."},{"name":"Serpentine Armlets","desc":"As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures."}],"spell_list":[],"page_no":343,"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_shabti/"},{"slug":"tophet","desc":"_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._  \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common.  \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw.  \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices.  \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied.  \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.","name":"Tophet","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":184,"hit_dice":"16d12+80","speed":{"walk":30},"strength":24,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":10,"dexterity_save":3,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"cold, fire, poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 200 ft., passive Perception 13","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"A tophet makes two attacks, no more than one of which can be a gout of flame."},{"name":"Slam","desc":"Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit."},{"name":"Gout of Flame","desc":"The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fiery Heart","desc":"A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet."},{"name":"Burning Belly","desc":"Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check."}],"spell_list":[],"page_no":383,"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_tophet/"},{"slug":"xhkarsh","desc":"_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.","name":"Xhkarsh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural and mystic armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50,"climb":30},"strength":17,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"insight":6,"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 16","languages":"Common, Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The xhkarsh makes two claw attacks and two stinger attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Seize Strand","desc":"The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."},{"name":"Invisibility","desc":"The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":412,"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_xhkarsh/"},{"slug":"young-cave-dragon","desc":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Young Cave Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"climb":20,"fly":20},"strength":22,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":8,"wisdom_save":4,"charisma_save":7,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison, thunder","condition_immunities":"poisoned","senses":"blindsight 120 ft., passive Perception 14","languages":"Common, Darakhul, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks; one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned."}],"bonus_actions":null,"reactions":[{"name":"Ruff Spikes","desc":"When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tunneler","desc":"The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake."},{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n1/day each: blur, counterspell, web\n\n3/day: darkness"}],"spell_list":[],"page_no":127,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-cave-dragon/"},{"slug":"assassin_bf","desc":"","name":"Assassin","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":15,"armor_desc":"studded leather","hit_points":157,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":22,"constitution":14,"intelligence":18,"wisdom":10,"charisma":10,"strength_save":0,"dexterity_save":6,"constitution_save":2,"intelligence_save":4,"wisdom_save":0,"charisma_save":0,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison,poisoned","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Thieves' Cant plus any two languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The assassin makes three Shortsword or Hand Crossbow attacks."},{"name":"Shortsword","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Hand Crossbow","desc":"_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[{"name":"Hidden Step","desc":"The assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Evasion","desc":"If the assassin is subjected to an effect that allows it to make a DEX save to take only half damage, the assassin instead takes no damage if it succeeds on the save, and only half damage if it fails."},{"name":"Poisoned Weapons","desc":"The assassin's weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 3d8 poison damage (included in the attack). In addition, at the start of each of its turns, the assassin can choose which of the following poisons is active on its weapons. The poison remains on the weapons until the start of the assassin's next turn.\n- **Assassin's Friend.** A creature poisoned by a weapon coated with this poison takes an extra 4 (1d8) poison damage each time it takes damage while poisoned.\n- **Buyer's Mercy.** A creature poisoned by a weapon coated with this poison falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.\n- **Meddler's Fate.** A creature poisoned by a weapon coated with this poison has its speed halved while poisoned."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_assassin/"},{"slug":"chain_devil_bf","desc":"","name":"Chain Devil","size":"medium","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":24,"intelligence":10,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":2,"constitution_save":7,"intelligence_save":0,"wisdom_save":4,"charisma_save":5,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"grappled,Devilish Resilience","damage_immunities":"Devilish Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The devil makes four Chain attacks."},{"name":"Chain","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 8 (1d8+4) slashing damage plus 7 (2d6) piercing damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and takes 14 (4d6) piercing damage at the start of each of its turns, and the chain devil can't use the same Chain on another target."}],"bonus_actions":[{"name":"Animate Chains","desc":"The chain devil commands chains it can see within 60 feet of it that aren't being worn or carried to grab up to two creatures it can see within 10 feet of at least one commanded chain. Each creature must succeed on a DC 15 DEX save or be restrained. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 15 STR check. The devil can have up to two creatures restrained in this way at a time. If it uses this bonus action to restrain a third, the effect ends on one of the previous targets (the devil's choice)."}],"reactions":[{"name":"Unnerving Mask","desc":"When a creature the devil can see starts its turn within 30 feet of the devil, the devil can command its mask to shift to look like one of the creature's departed loved ones or bitter enemies. If the creature can see the mask, it must succeed on a DC 15 WIS save or be frightened until the end of its turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Devilish Resilience","desc":"The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The devil has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_chain-devil/"},{"slug":"cloaker_bf","desc":"","name":"Cloaker","size":"large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"","speed":{"walk":10,"fly":40},"strength":18,"dexterity":20,"constitution":12,"intelligence":12,"wisdom":12,"charisma":14,"strength_save":4,"dexterity_save":5,"constitution_save":1,"intelligence_save":1,"wisdom_save":1,"charisma_save":2,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Aberrant Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Deep Speech,Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The cloaker makes one Bite attack and two Tail attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage on the attack roll, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can't make Bite attacks, and at the start of each of the cloaker's turns, the target takes 18 (4d6+4) piercing damage. The attached cloaker moves with the target whenever the target moves, requiring none of the cloaker's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 15 STR check."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."},{"name":"Moan (Recharge 6)","desc":"The cloaker releases a deep, thrumming moan that rattles the nerves of all who hear it. Each creature within 30 feet of the cloaker that can hear the moan and that isn't an Aberration must make a DC 15 WIS save. On a failure, a creature takes 40 (9d8) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened."}],"bonus_actions":[{"name":"Cloak of Shadows (3/Day)","desc":"While the cloaker isn't in bright light, it pulls shadows around itself, partially obscuring its form. For 1 minute or until the cloaker is hit with an attack, the cloaker's Stealth is 20, and creatures have disadvantage on attack rolls against the cloaker."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aberrant Resilience","desc":"The cloaker is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."},{"name":"Damage Transfer","desc":"While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half."},{"name":"False Appearance","desc":"While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."},{"name":"Light Sensitivity","desc":"While in bright light, the cloaker has disadvantage on attack rolls, and its Perception is 6 when perceiving by sight."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_cloaker/"},{"slug":"death_knight_bf","desc":"","name":"Death Knight","size":"medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"plate","hit_points":140,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":12,"wisdom":20,"charisma":18,"strength_save":4,"dexterity_save":0,"constitution_save":3,"intelligence_save":1,"wisdom_save":5,"charisma_save":4,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic,frightened,Undead Resilience","condition_immunities":"","senses":"darkvision 90 ft.","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The death knight makes three Greatsword or Necrotic Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage."},{"name":"Necrotic Bolt","desc":"_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage."}],"bonus_actions":[{"name":"Champion's Challenge","desc":"The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn."}],"reactions":[{"name":"Parry","desc":"The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."},{"name":"Soul Drain","desc":"When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Disgraced Rejuvenation","desc":"Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died."},{"name":"Magic Resistance","desc":"The death knight has advantage on saves against spells and other magical effects."},{"name":"Undead Nature","desc":"The death knight doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The death knight is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_death-knight/"},{"slug":"frost_giant_bf","desc":"","name":"Frost Giant","size":"huge","type":"Giant","subtype":"","group":"Giants","alignment":"","armor_class":14,"armor_desc":"hide armor","hit_points":166,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":14,"constitution":26,"intelligence":8,"wisdom":16,"charisma":18,"strength_save":6,"dexterity_save":2,"constitution_save":8,"intelligence_save":-1,"wisdom_save":3,"charisma_save":4,"perception":13,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"blinded,Giant Attributes","damage_immunities":"cold","condition_immunities":"","senses":"-","languages":"Common,Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant makes two Icy Greataxe or Ice Boulder attacks."},{"name":"Icy Greataxe","desc":"_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 25 (3d12+6) slashing damage plus 4 (1d8) cold damage."},{"name":"Ice Boulder","desc":"_Ranged Weapon Attack:_ +6 to hit, range 60/240 ft., one target. _Hit:_ 18 (3d10+2) bludgeoning damage plus 9 (2d8) cold damage."},{"name":"Avalanche (Recharge 5-6)","desc":"The frost giant sends out a wave of snow in a 30-foot cone. Each creature in that area must make a DC 16 DEX save. On a failure, a creature takes 14 (4d6) bludgeoning damage and 18 (4d8) cold damage and is buried. On a success, a creature takes half the damage and isn't buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 16 STR check."}],"bonus_actions":[{"name":"Wintry Blast","desc":"A blast of wintry air extends in a 30-foot line that is 5 feet wide from the frost giant's outstretched hand. Each creature in the line must succeed on a DC 16 CON save or its speed is halved until the end of its next turn. A creature that fails the save by 5 or more is petrified in ice for 1 hour or until a creature spends 1 minute warming the petrified creature."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The frost giant is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Ice Walk","desc":"The frost giant can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Snowsight","desc":"The frost giant can see through areas obscured by snowfall, sleet, and other wintry precipitation without penalty."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_frost-giant/"},{"slug":"hezrou_bf","desc":"","name":"Hezrou","size":"large","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"","speed":{"walk":30,"swim":30},"strength":24,"dexterity":16,"constitution":26,"intelligence":4,"wisdom":18,"charisma":12,"strength_save":7,"dexterity_save":3,"constitution_save":8,"intelligence_save":-3,"wisdom_save":4,"charisma_save":1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience","damage_immunities":"Demonic Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Abyssal,telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hezrou makes one Sticky Tongue attack, one Bite attack, and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage."},{"name":"Sticky Tongue","desc":"_Melee Weapon Attack:_ +7 to hit, reach 20 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage, and the target must succeed on a DC 16 STR save or be pulled up to 15 feet toward the hezrou."}],"bonus_actions":[{"name":"Quick Leap","desc":"The hezrou jumps horizontally up to 20 feet to an unoccupied space it can see without provoking opportunity attacks."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The hezrou can breathe air and water."},{"name":"Demonic Resilience","desc":"The hezrou is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The hezrou has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Frogs and Toads","desc":"The hezrou can communicate with frogs and toads as if they shared a language."},{"name":"Standing Leap","desc":"The hezrou's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."},{"name":"Stench","desc":"A creature that starts its turn within 10 feet of the hezrou must succeed on a DC 16 CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the hezrou's Stench for the next 24 hours."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hezrou/"},{"slug":"hydra_bf","desc":"","name":"Hydra","size":"huge","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":166,"hit_dice":"","speed":{"walk":30,"swim":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":5,"dexterity_save":1,"constitution_save":5,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-2,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Multiple Heads","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hydra makes as many Bite attacks as it has heads."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 10 (1d10+5) piercing damage."},{"name":"Noxious Breath (Recharge Special)","desc":"The hydra exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 16 CON save, taking 40 (9d8) poison damage on a failed save, or half as much damage on a successful one. While the hydra has five or more heads, this action has a recharge of 6. The recharge range increases for each head the hydra has below five. For example, a hydra that starts its turn with two heads can recharge this feature on a 3, 4, 5, or 6."}],"bonus_actions":[{"name":"Bloody Burst (Has Fewer Than Five Heads)","desc":"The hydra squeezes the stumps of its severed heads, spraying blood and gore. Each creature within 5 feet of the hydra must succeed on a DC 16 CON save or be incapacitated until the end of its next turn and poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hold Breath","desc":"The hydra can hold its breath for 1 hour."},{"name":"Multiple Heads","desc":"The hydra has five heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions.<br>Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 HP for each head regrown in this way."},{"name":"Reactive Heads","desc":"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."},{"name":"Wakeful","desc":"While the hydra sleeps, at least one of its heads is awake."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hydra/"},{"slug":"spirit_naga_bf","desc":"","name":"Spirit Naga","size":"large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":166,"hit_dice":"","speed":{"walk":40},"strength":18,"dexterity":22,"constitution":20,"intelligence":16,"wisdom":20,"charisma":22,"strength_save":4,"dexterity_save":6,"constitution_save":5,"intelligence_save":3,"wisdom_save":5,"charisma_save":6,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"Monstrosity Resilience","damage_immunities":"necrotic,poison,charmed,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Celestial,Common,Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The spirit naga makes two Bite or Spit Poison attacks. If both attacks hit one creature, the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 5 (2d4) poison damage and 18 (4d8) necrotic damage."},{"name":"Spit Poison","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 10 (3d4+3) poison damage plus 18 (4d8) necrotic damage."},{"name":"Spellcasting","desc":"The spirit naga casts one of the following spells, requiring only verbal components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _command_, _mage hand_, _minor illusion_<br>3/day each: _augury_ (as an action), _charm_, _sleep_<br>2/day each: _bestow curse_, _hold_<br>1/day: _dominate_"}],"bonus_actions":[{"name":"Hidden Step","desc":"The spirit naga magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Guardian Projection","desc":"The spirit naga's skeletal form is covered with a magical illusion that makes it look like the guardian naga it was in life. The naga can use a bonus action to dismiss this illusion until the end of its next turn. The changes wrought by this illusion fail to hold up to physical inspection. For example, a creature touching the spirit naga would feel its rough, dry scales and exposed bones instead of the smooth, cool scales of a guardian naga. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern the spirit naga's true appearance."},{"name":"Monstrosity Resilience","desc":"The naga is resistant to exhaustion and to the frightened condition."},{"name":"Necrotic Strikes","desc":"The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 4d8 necrotic damage (included in the attack)."},{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_spirit-naga/"},{"slug":"tyrannosaurus_rex_bf","desc":"","name":"Tyrannosaurus Rex","size":"huge","type":"Beast","subtype":"","group":"Dinosaurs","alignment":"","armor_class":13,"armor_desc":"natural armor","hit_points":184,"hit_dice":"","speed":{"walk":50},"strength":26,"dexterity":10,"constitution":18,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":8,"dexterity_save":0,"constitution_save":4,"intelligence_save":-4,"wisdom_save":1,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes one Bite attack and one Tail attack. It can't make both attacks against the same target."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one creature. _Hit:_ 31 (4d12+5) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the tyrannosaurus can't Bite another target."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one creature. _Hit:_ 23 (4d8+5) bludgeoning damage."}],"bonus_actions":[{"name":"Rending Shake","desc":"While grappling a creature, the tyrannosaurus shakes its head, tearing at the creature. The grappled creature must succeed on a DC 16 STR save or take 6 (1d12) slashing damage and be thrown up to 20 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 DEX save or take the same damage and be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hardy","desc":"Any critical hit against the dinosaur becomes a normal hit."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_tyrannosaurus-rex/"},{"slug":"young_bronze_dragon_bf","desc":"","name":"Young Bronze Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":148,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":20,"dexterity":16,"constitution":24,"intelligence":14,"wisdom":18,"charisma":22,"strength_save":5,"dexterity_save":3,"constitution_save":7,"intelligence_save":2,"wisdom_save":4,"charisma_save":6,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Repulsion Breath (Recharge 6)","desc":"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 STR save or be pushed up to 15 feet away from the dragon."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Lightning Extraction","desc":"After the bronze dragon uses its Lightning Breath, its body begins recharging with lightning, pulling electricity from nearby creatures. While the dragon's Lightning Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must make a DC 15 CON save. On a failure, a creature can use either an action or a bonus action on its turn, not both."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-bronze-dragon/"},{"slug":"young_green_dragon_bf","desc":"","name":"Young Green Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":148,"hit_dice":"","speed":{"walk":40,"fly":80,"swim":40},"strength":18,"dexterity":18,"constitution":22,"intelligence":20,"wisdom":18,"charisma":20,"strength_save":4,"dexterity_save":4,"constitution_save":6,"intelligence_save":5,"wisdom_save":4,"charisma_save":5,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage plus 7 (2d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 CON save, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Hallucinogenic Gas","desc":"After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must succeed on a DC 14 WIS save or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-green-dragon/"},{"slug":"accursed-spirit-naga-a5e","desc":"","name":"Accursed Spirit Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"swim":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Celestial, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target makes a DC 15 Constitution saving throw  taking 28 (8d6) poison damage on a failure or half damage on a success."},{"name":"Hypnotic Pattern (3rd-Level; V, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet of the naga. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."},{"name":"Lightning Bolt (3rd-Level; V)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the naga. Each creature in the area makes a DC 14 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Blight (4th-Level; V, Concentration)","desc":"The naga targets a living creature or plant within 30 feet  draining moisture and vitality from it. The target makes a DC 14 Constitution saving throw  taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies."},{"name":"Multiattack","desc":"The naga casts a spell and uses its vampiric bite."},{"name":"Vampiric Bite","desc":"The naga attacks with its bite. If it hits and the target fails its saving throw against poison  the naga magically gains temporary hit points equal to the poison damage dealt."}],"bonus_actions":null,"reactions":[{"name":"Shield (1st-Level; V)","desc":"When the naga is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The naga can breathe air and water."},{"name":"Magic Resistance","desc":"The naga has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":343,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_accursed-spirit-naga/"},{"slug":"bunyip-a5e","desc":"","name":"Bunyip","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":150,"hit_dice":"12d12+72","speed":{"walk":20,"swim":50},"strength":23,"dexterity":15,"constitution":22,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5,"survival":4},"damage_vulnerabilities":"","damage_resistances":"cold, thunder","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 16","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bunyip makes a bite attack and two slam attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) piercing damage  and the target is grappled (escape DC 17). Until this grapple ends  the target is restrained  and the bunyip can't bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) bludgeoning damage."}],"bonus_actions":[{"name":"Terrifying Howl","desc":"The bunyip unleashes a terrifying howl. Each creature of its choice within 120 feet that can see and hear it makes a DC 17 Wisdom saving throw, becoming frightened for 1 minute on a failure. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it, the creature is immune to the bunyips Terrifying Howl for the next 24 hours."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The bunyip has advantage on saving throws against being frightened."},{"name":"Hold Breath","desc":"The bunyip can hold its breath for 1 hour."},{"name":"Keen Hearing and Smell","desc":"The bunyip has advantage on Perception checks that rely on hearing or smell."}],"spell_list":[],"page_no":441,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_bunyip/"},{"slug":"cloaker-a5e","desc":"","name":"Cloaker","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":10,"fly":50},"strength":18,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 15). If the cloaker has advantage against the target  the cloaker attaches to the targets head  and the target is blinded and suffocating. Until this grapple ends  the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage  and the creature makes a DC 13 Constitution saving throw. On a failure  it is poisoned until the end of the cloakers next turn."},{"name":"Moan","desc":"Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure  it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw  it becomes immune to the cloakers moan for 24 hours."},{"name":"Phantasms (1/Day)","desc":"The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute  when the cloaker enters an area of bright light  or when it successfully grapples a creature."}],"bonus_actions":null,"reactions":[{"name":"Reactive Tail","desc":"When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker."},{"name":"Angry Moan","desc":"When the cloaker takes damage, it uses Moan."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"When motionless, the cloaker is indistinguishable from a black cloak or similar cloth or leather article."},{"name":"Light Sensitivity","desc":"The cloaker has disadvantage on attack rolls and Perception checks while in bright light."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_cloaker/"},{"slug":"dire-tyrannosaurus-rex-a5e","desc":"","name":"Dire Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":253,"hit_dice":"22d12+110","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":16,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the tyrannosaurus can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":92,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dire-tyrannosaurus-rex/"},{"slug":"elder-black-pudding-a5e","desc":"","name":"Elder Black Pudding","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"","armor_class":7,"armor_desc":"","hit_points":171,"hit_dice":"18d12+54","speed":{"walk":20,"climb":20,"swim":20},"strength":16,"dexterity":4,"constitution":16,"intelligence":1,"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":"","damage_immunities":"acid, cold, lightning, slashing","condition_immunities":"blinded, charmed, deafened, fatigue, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Pseudopod","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage. Nonmagical armor worn by the target corrodes  taking a permanent -1 penalty to its AC protection per hit. If the penalty reduces the armors AC protection to 10  the armor is destroyed."},{"name":"Multiattack","desc":"The pudding makes two pseudopod attacks. The pudding can't use Multiattack after it splits for the first time."}],"bonus_actions":null,"reactions":[{"name":"Split","desc":"When a Medium or larger pudding with at least 10 hit points is subjected to lightning or slashing damage, it splits into two puddings that are each one size smaller. Each new pudding has half the originals hit points (rounded down)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The pudding can pass through an opening as narrow as 1 inch wide without squeezing."},{"name":"Corrosive Body","desc":"A creature that touches the pudding or hits it with a melee attack while within 5 feet takes 9 (2d8) acid damage. A nonmagical weapon made of metal or wood that hits the black pudding corrodes after dealing damage, taking a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, the weapon is destroyed. Wooden or metal nonmagical ammunition is destroyed after dealing damage. Any other metal or organic object that touches it takes 9 (2d8) acid damage."},{"name":"Spider Climb","desc":"The pudding can use its climb speed even on difficult surfaces and upside down on ceilings."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the pudding has disadvantage on attack rolls."},{"name":"Ooze Nature","desc":"An ooze doesnt require air or sleep."}],"spell_list":[],"page_no":350,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_elder-black-pudding/"},{"slug":"fomorian-a5e","desc":"","name":"Fomorian","size":"Huge","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":30},"strength":20,"dexterity":10,"constitution":20,"intelligence":10,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic; damage from nonmagical, non-silvered weapons","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 12","languages":"Celestial, Common, Giant, Sylvan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The fomorian attacks twice with its warhammer."},{"name":"Warhammer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage."}],"bonus_actions":[{"name":"Charming Gaze (Gaze)","desc":"A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically charmed by the fomorian. The creature repeats the saving throw every 24 hours and whenever it takes damage. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Charming Gaze for the next 24 hours."},{"name":"Mesmerizing Gaze (Gaze","desc":"A creature within 60 feet makes a DC 15 Wisdom saving throw. On a failure, the creature is magically restrained. The creature repeats the saving throw at the end of its next turn, ending the effect on itself on a success and becoming paralyzed on a failure. While the fomorian is not in line of sight, a paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorians Mesmerizing Gaze for 24 hours."},{"name":"Immortal Form","desc":"While in its lair, the fomorian magically changes into a specific Medium humanoid resembling a human or back to its true form. Apart from its size, its statistics are unchanged. The fomorian reverts to its true form when it dies, is incapacitated, or leaves its lair."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eye Vulnerability","desc":"A creature can target the fomorians eye with an attack. This attack is made with disadvantage. If the attack hits and deals at least 10 damage, creatures affected by the fomorians Charming and Mesmerizing Gaze are freed from those effects."},{"name":"Immortal Nature","desc":"A titan doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":406,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_fomorian/"},{"slug":"hill-giant-chief-a5e","desc":"","name":"Hill Giant Chief","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":18,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":8,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatclub."},{"name":"Greatclub","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature  it makes a DC 16 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature  it makes a DC 16 Strength saving throw  falling prone on a failure. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit  the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."},{"name":"Greatclub Sweep (1/Day, While Bloodied)","desc":"Each creature within 10 feet makes a DC 16 Dexterity saving throw. On a failure  a creature takes 18 (3d8 + 5) bludgeoning damage  is pushed 10 feet away from the giant  and falls prone."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 10 Dexterity saving throw. On a failure, it is grappled (escape DC 16). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target."},{"name":"Body Slam (1/Day)","desc":"The giant jumps up to 15 feet horizontally without provoking opportunity attacks and falls prone in a space containing one or more creatures. Each creature in its space when it lands makes a DC 15 Dexterity saving throw, taking 19 (3d8 + 6) bludgeoning damage and falling prone on a failure. On a success, the creature takes half damage and is pushed 5 feet to an unoccupied space of its choice. If that space is occupied, the creature falls prone."},{"name":"Muddy Ground (1/Day)","desc":"Areas of unworked earth within 60 feet magically become swampy mud for 1 minute or until the giant dies. These areas become difficult terrain. Prone creatures in the area when the mud appears or that fall prone in the area make a DC 15 Strength saving throw. On a failure, the creatures Speed drops to 0 as it becomes stuck in the mud. A creature can use its action to make a DC 15 Strength check, freeing itself on a success."},{"name":"Stomp (1/Day)","desc":"The giant stamps its foot, causing the ground to tremble. Each creature within 60 feet makes a DC 15 Dexterity saving throw. On a failure, it falls prone."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Gullible","desc":"The giant makes Insight checks with disadvantage."}],"spell_list":[],"page_no":238,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_hill-giant-chief/"},{"slug":"roc-juvenile-a5e","desc":"","name":"Roc Juvenile","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":147,"hit_dice":"14d12+56","speed":{"walk":25,"fly":100},"strength":22,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The roc attacks once with its beak and once with its talons  or makes a beak attack and drops a grappled creature or held object."},{"name":"Beak","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) slashing damage  and the target is grappled (escape DC 17). Until this grapple ends  the target is restrained  and the roc can't attack a different target with its talons."}],"bonus_actions":null,"reactions":[{"name":"Retributive Strike","desc":"When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The roc has advantage on Perception checks that rely on sight."}],"spell_list":[],"page_no":459,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_roc-juvenile/"},{"slug":"salamander-noble-a5e","desc":"","name":"Salamander Noble","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":136,"hit_dice":"16d12+32","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Ignan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The salamander makes a tail attack and a pike attack."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage  the target is subjected to the salamanders Heated Body trait  and the target is grappled (escape DC 15). Until this grapple ends  the target is restrained  the salamander automatically hits the target with its tail attack  and the salamander can't attack a different target with its tail."},{"name":"Pike","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage."},{"name":"Fire Breath","desc":"The salamander exhales fire in a 30-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that starts its turn grappled by the salamander, touches it, or hits it with a melee attack while within 5 feet takes 7 (2d6) fire damage. A creature can take this damage only once per turn. If the salamander has taken cold damage since the end of its last turn, this trait doesnt function."}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_salamander-noble/"},{"slug":"sand-ray-a5e","desc":"","name":"Sand Ray","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":10,"fly":50},"strength":18,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 15). If the cloaker has advantage against the target  the cloaker attaches to the targets head  and the target is blinded and suffocating. Until this grapple ends  the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage  and the creature makes a DC 13 Constitution saving throw. On a failure  it is poisoned until the end of the cloakers next turn."},{"name":"Moan","desc":"Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure  it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw  it becomes immune to the cloakers moan for 24 hours."},{"name":"Phantasms (1/Day)","desc":"The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute  when the cloaker enters an area of bright light  or when it successfully grapples a creature."}],"bonus_actions":null,"reactions":[{"name":"Reactive Tail","desc":"When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker."},{"name":"Angry Moan","desc":"When the cloaker takes damage, it uses Moan."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"When motionless, the ray is indistinguishable from a patch of sand."},{"name":"Light Sensitivity","desc":"The cloaker has disadvantage on attack rolls and Perception checks while in bright light."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sand-ray/"},{"slug":"shroud-ray-a5e","desc":"","name":"Shroud Ray","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":10,"swim":50},"strength":18,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage  and the target is grappled (escape DC 15). If the cloaker has advantage against the target  the cloaker attaches to the targets head  and the target is blinded and suffocating. Until this grapple ends  the cloaker automatically hits the grappled creature with this attack. When the cloaker is dealt damage while grappling  it takes half the damage (rounded down) and the other half is dealt to the grappled target. The cloaker can have only one creature grappled at once."},{"name":"Tail","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage  and the creature makes a DC 13 Constitution saving throw. On a failure  it is poisoned until the end of the cloakers next turn."},{"name":"Moan","desc":"Each non-aberration creature within 60 feet that can hear its moan makes a DC 13 Wisdom saving throw. On a failure  it is frightened until the end of the cloakers next turn. When a creature succeeds on this saving throw  it becomes immune to the cloakers moan for 24 hours."},{"name":"Phantasms (1/Day)","desc":"The cloaker magically creates flickering illusions of itself in its space. Attacks on it have disadvantage. This effect ends after 1 minute  when the cloaker enters an area of bright light  or when it successfully grapples a creature."}],"bonus_actions":null,"reactions":[{"name":"Reactive Tail","desc":"When hit or missed with a melee attack, the cloaker makes a tail attack against the attacker."},{"name":"Angry Moan","desc":"When the cloaker takes damage, it uses Moan."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"When motionless, the ray is indistinguishable from a patch of sand."},{"name":"Light Sensitivity","desc":"The cloaker has disadvantage on attack rolls and Perception checks while in bright light."},{"name":"Aquatic","desc":"The shroud ray can only breathe underwater."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shroud-ray/"},{"slug":"skeletal-tyrannosaurus-rex-a5e","desc":"","name":"Skeletal Tyrannosaurus Rex","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the skeleton can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":394,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_skeletal-tyrannosaurus-rex/"},{"slug":"stone-giant-a5e","desc":"","name":"Stone Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":9,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"passive Perception 14","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatclub or twice with rocks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit  the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target."}],"reactions":[{"name":"Rock Catching","desc":"If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The giant has advantage on Stealth checks made to hide in rocky terrain."}],"spell_list":[],"page_no":240,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_stone-giant/"},{"slug":"stone-giant-stonetalker-a5e","desc":"","name":"Stone Giant Stonetalker","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":23,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":12,"charisma":10,"strength_save":9,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"athletics":9,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"passive Perception 14","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The giant attacks twice with its greatclub or twice with rocks."},{"name":"Greatclub","desc":"Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw  falling prone on a failure."},{"name":"Rock","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Large or smaller creature  it makes a DC 19 Strength saving throw. On a failure  it is pushed 10 feet away from the giant and knocked prone. In lieu of a rock  the giant can throw a grappled Medium or smaller creature up to 30 feet. On a hit  the target and the thrown creature both take 15 (3d6 + 5) bludgeoning damage. On a miss  only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target."},{"name":"Stone Spikes","desc":"Magical spikes of stone explode from a point on a flat surface of unworked stone within 60 feet. Each creature within 10 feet of this point makes a Dexterity saving throw  taking 28 (8d6) piercing damage on a failed save or half the damage on a success."},{"name":"Avalanche (1/Day)","desc":"The stone giant magically creates an avalanche on a hill or mountainside centered on a point within 120 feet. Stones cascade down sloped or sheer stone surfaces within 60 feet of that point. Each non-stone giant creature within the affected area makes a Strength saving throw. On a failure  a creature takes 17 (5d6) bludgeoning damage  is knocked prone  and moves with the avalanche until they reach a flat surface or the edge of the area. On a success  the creature takes half damage."}],"bonus_actions":[{"name":"Grab","desc":"One creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, it is grappled (escape DC 17). Until this grapple ends, the giant can't grab another target, and it makes greatclub attacks with advantage against the grappled target."}],"reactions":[{"name":"Rock Catching","desc":"If a rock or other Small or larger projectile is hurled or fired at the giant, the giant makes a DC 10 Dexterity saving throw. On a success, the giant catches the projectile, takes no bludgeoning or piercing damage from it, and is not pushed or knocked prone by it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"The giant has advantage on Stealth checks made to hide in rocky terrain."},{"name":"Innate Spellcasting","desc":"The giants spellcasting ability is Constitution (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: stone shape, telekinesis, 3/day each: meld into stone, move earth, passwall, 1/day each: augury, scrying (underground only)"}],"spell_list":[],"page_no":241,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_stone-giant-stonetalker/"},{"slug":"tyrannosaurus-rex-a5e","desc":"","name":"Tyrannosaurus Rex","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":50},"strength":22,"dexterity":10,"constitution":20,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tyrannosaurus makes a bite attack and a tail attack against two different targets."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a creature  it is grappled (escape DC 17). Until this grapple ends  the tyrannosaurus can't bite a different creature and it has advantage on bite attacks against the grappled creature."},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":92,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_tyrannosaurus-rex/"},{"slug":"vengeful-ghost-a5e","desc":"","name":"Vengeful Ghost","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":58,"hit_dice":"13d8","speed":{"walk":0,"fly":40},"strength":8,"dexterity":12,"constitution":10,"intelligence":10,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; damage from nonmagical weapons","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 11","languages":"the languages it spoke in life","challenge_rating":"8","cr":8.0,"actions":[{"name":"Withering Touch","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is frightened  it is magically aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell."},{"name":"Ethereal Jaunt","desc":"The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes  it can be visible to creatures on one plane while on the other."},{"name":"Horrifying Visage","desc":"Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 13 Wisdom saving throw. On a failure  a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If a creatures saving throw is successful or the effect ends for it  it is immune to this ghosts Horrifying Visage for 24 hours."},{"name":"Possession (Recharge 6)","desc":"One humanoid within 5 feet makes a DC 13 Charisma saving throw. On a failure  it is possessed by the ghost. The possessed creature is unconscious. The ghost enters the creatures body and takes control of it. The ghost can be targeted only by effects that turn undead  and it retains its Intelligence  Wisdom  and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creatures statistics and actions instead of its own. It doesnt gain access to the creatures memories but does gain access to proficiencies  nonmagical class features and traits  and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours  when the body drops to 0 hit points  when the ghost ends it as a bonus action  or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally  the possessed creature repeats its saving throw whenever it takes damage. When the possession ends  the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghosts Possession for 24 hours after succeeding on its saving throw or after the possession ends."}],"bonus_actions":null,"reactions":[{"name":"Horrifying Visage","desc":"If the ghost takes damage from an attack or spell, it uses Horrifying Visage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Sight","desc":"The ghost can see into both the Material and Ethereal Plane."},{"name":"Incorporeal","desc":"The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Undead Nature","desc":"A ghost doesnt require air, sustenance, or sleep."},{"name":"Unquiet Spirit","desc":"If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife."},{"name":"Graveborn Strength","desc":"When not in sunlight, creatures make their saving throws against the ghosts Horrifying Visage and Possession abilities with disadvantage."}],"spell_list":[],"page_no":227,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_vengeful-ghost/"},{"slug":"ancient-mandriano","desc":"","name":"Ancient Mandriano","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d12+24","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":15,"intelligence":12,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":8,"perception":3,"stealth":2},"damage_vulnerabilities":"fire","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"passive Perception 13","languages":"","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The ancient mandriano makes two swipe attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. It can grapple up to three creatures.","name":"Swipe"},{"desc":"The mandriano drains the essence of one grappled target. The target must make a DC 16 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the mandriano regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way rises 24 hours later as a zombie or skeleton under the mandriano's control, unless the humanoid is restored to life or its body is destroyed. The mandriano can control up to twelve undead at one time.","name":"Consume the Spark"},{"desc":"The ancient mandriano animates one humanoid corpse within 60 feet. This works like the animate dead spell, except it only creates zombies and the zombies. The mandriano can control up to twenty zombies at one time.","name":"Call the Dead (3/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ancient mandriano deals double damage to objects and structures.","name":"Siege Monster"}],"spell_list":[],"page_no":261,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-mandriano/"},{"slug":"ankou-soul-seeker","desc":"","name":"Ankou Soul Seeker","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"fly":80,"walk":40},"strength":17,"dexterity":10,"constitution":19,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":8,"skills":{"perception":8,"persuasion":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 18","languages":"all","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The ankou makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claw"},{"desc":"The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type.","name":"Death Ascended"}],"spell_list":[],"page_no":38,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ankou-soul-seeker/"},{"slug":"arborcyte","desc":"","name":"Arborcyte","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":30},"strength":21,"dexterity":12,"constitution":16,"intelligence":5,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"deafened","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The arborcyte makes two thorn vine attacks plus one animated tendril attack for each tendril it can see that has been created through its Shearing trait.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of the arborcyte's turns, and tendril attacks against the target have advantage. The arborcyte can grapple up to two creatures at one time.","name":"Thorn Vine"},{"attack_bonus":8,"damage_dice":"1d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","name":"Animated Tendril"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Whenever the arborcyte suffers 10 or more damage from a single attack, a length of its vines breaks free. This animated tendril is under the arborcyte's control, moving and acting as an extension of the creature. Each tendril has AC 14, 10 hp, and a speed of 10 feet.","name":"Shearing"}],"spell_list":[],"page_no":40,"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_arborcyte/"},{"slug":"blood-giant","desc":"","name":"Blood Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":23,"dexterity":12,"constitution":18,"intelligence":8,"wisdom":16,"charisma":5,"strength_save":null,"dexterity_save":4,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"history":2,"perception":6,"religion":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"cold, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Giant","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The blood giant makes two blood spear attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +9 to hit, range 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 7 (2d6) cold damage.","name":"Blood Spear"},{"attack_bonus":9,"damage_dice":"4d10+6","desc":"Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","name":"Rock"},{"desc":"The blood giant uses one of the following:\nImpale. The blood giant causes 10-foot-high blood spikes to burst from the ground within 15 feet of it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 26 (4d12) piercing damage plus 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.\nDrown. The blood giant sends blood pouring down the throat of one creature within 30 feet, which must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn as it coughs up the blood and is poisoned for 1 minute after that.\nVaporize. A red mist surrounds the blood giant in a 20-foot-radius sphere. The mist spreads around corners, and its area is heavily obscured. It moves with the blood giant and doesn't impede the giant's vision. The mist dissipates after 1d4 rounds.","name":"Blood Magic (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A blood giant can pinpoint the location of living creatures within 60 feet of it and can sense the general direction of living creatures within 1 mile of it.","name":"Blood Sense"},{"desc":"The blood giant's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":180,"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_blood-giant/"},{"slug":"fractal-golem","desc":"","name":"Fractal Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":8,"hit_dice":"1d10+3","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":6,"wisdom":8,"charisma":1,"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,"survival":5},"damage_vulnerabilities":"","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","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"attack_bonus":6,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the golem is reduced to 0 hp, it explodes. Each creature within 5 feet of it, except for other fractal golems, must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) force damage and be pushed back 5 feet. Two duplicate fractal golems appear in the golem's space and the nearest unoccupied space, each with the same statistics as the original fractal golem, except one size smaller. When a Tiny duplicate of the golem is reduced to 0 hp, it explodes and doesn't duplicate. All duplicates act on the same initiative.","name":"Fractalize"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":200,"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_fractal-golem/"},{"slug":"gaki","desc":"","name":"Gaki","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":7,"dexterity":18,"constitution":17,"intelligence":10,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 14","languages":"any languages it knew in life","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The gaki makes two bite 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) piercing damage plus 7 (2d6) acid damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"6d6","desc":"Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 21 (6d6) acid damage.","name":"Spit Acid"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Aura of Famine"},{"desc":"At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can.","name":"Gluttonous Attraction"},{"desc":"The gaki has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Hungry Frenzy"},{"desc":"The gaki can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"}],"spell_list":[],"page_no":390,"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_gaki/"},{"slug":"giant-shark-bowl","desc":"","name":"Giant Shark Bowl","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":6,"armor_desc":null,"hit_points":172,"hit_dice":"15d12+75","speed":{"swim":20,"walk":20},"strength":23,"dexterity":3,"constitution":20,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, slashing","damage_immunities":"lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"-","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The giant shark bowl makes two attacks: one with its bite and one with its pseudopod.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"3d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","name":"Bite"},{"attack_bonus":9,"damage_dice":"3d10+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.","name":"Pseudopod"},{"desc":"The giant shark bowl moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the bowl enters a creature's space, the creature must make a DC 16 Dexterity saving throw. \n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the bowl. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. \n\nOn a failed save, the bowl enters the creature's space, and the creature takes 22 (3d10 + 6) piercing damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (3d10 + 6) piercing damage at the start of each of the bowl's turns. When the bowl moves, the engulfed creature moves with it. \n\nAn engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the bowl.","name":"Engulf"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The giant shark bowl can breathe air and water.","name":"Amphibious"},{"desc":"The giant shark bowl has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"When the giant shark bowl is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, its attacks deal an extra 2 (1d4) lightning damage.","name":"Electrical Charge"},{"desc":"The shark bowl takes up its entire space. Other creatures can enter the space, but they are subjected to the bowl's Engulf and have disadvantage on the saving throw. Creatures inside the bowl can be seen but have total cover. A creature within 5 feet of the bowl can take an action to pull a creature out. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 22 (3d10 + 6) piercing damage. The bowl can hold one Large creature or up to six Medium or smaller creatures inside it at a time.","name":"Ooze Fish Bowl"},{"desc":"The ooze and the giant shark's life forces have been entwined by an arcane force. They share statistics as if they were one monster and can't be separated.","name":"Symbiotically Bound"}],"spell_list":[],"page_no":284,"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_giant-shark-bowl/"}]}