{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-cr&page=36","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-cr&page=34","results":[{"slug":"ostinato","desc":"_A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air._  \n**Born from Drama.** Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals.  \n**Song Searchers.** Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible.","name":"Ostinato","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":50,"hover":true},"strength":1,"dexterity":20,"constitution":15,"intelligence":5,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"thunder","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"telepathy 200 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ostinato makes two cacophony ray attacks."},{"name":"Cacophony Ray","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Aural Symbiosis (1/Day)","desc":"One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends."},{"name":"Voracious Aura (1/Day)","desc":"While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Invisibility","desc":"The ostinato is invisible as per a greater invisibility spell."},{"name":"Magic Resistance","desc":"The ostinato has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":312,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ostinato/"},{"slug":"ratatosk","desc":"_Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light._  \n**Sleek-furred Celestials.** The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks.  \n**Planar Messengers.** Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages.  \n**Maddening Gossips.** Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows.","name":"Ratatosk","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":42,"hit_dice":"12d4+12","speed":{"walk":20,"climb":20},"strength":4,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":4,"perception":null,"skills":{"deception":6,"persuasion":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Celestial, Common; telepathy 100 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.","attack_bonus":6,"damage_dice":"4d6"},{"name":"Divisive Chatter (recharge 5-6)","desc":"Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Desperate Lies","desc":"A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:\n\nat will: animal messenger, message, vicious mockery\n\n1/day each: commune, mirror image\n\n3/day each: sending, suggestion"},{"name":"Skitter","desc":"The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns."}],"spell_list":[],"page_no":319,"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_ratatosk/"},{"slug":"sap-demon","desc":"_When a sap demon leaves a tree, its milky amber fluid oozes from an axe wound on a stout maple’s trunk and shapes itself into a small, vaguely humanoid form on the forest floor beside the tree. This languid creature half walks and half flows forward, implacably following the axe wielder’s path to certain revenge._  \n**Tree Oozes.** Sap demons aren’t true demons, but rather are intelligent oozes that form when an enchanted tree is cut or injured. Though typically Small, the larger the sap source is, the larger the resulting creature can be. Over a few hours, they pool into a shape that vaguely resembles their tree’s attacker: for instance, if the tree cutter wore a hat, then a hat may be incorporated into the sap demon’s overall shape. The similarity is faint at best; no one would ever confuse a sap demon for the creature it hunts, because its shape has no sharp features or color other than amber.  \n**Called to Vengeance.** Sap demons can pummel their prey with partially-crystallized fists, but they especially enjoy claiming the weapon that wounded their tree and wielding it to deliver a final blow. Once their prey is destroyed, most sap demons return to their tree, but not all do. Some are curious or malevolent enough to explore the world further.  \n**Reckless Possessors.** A sap demon can possess another creature by grappling it and oozing down its throat. Once inside, the sap demon dominates its host and makes it bleed as the tree bled. Since the sap demon takes no damage when its host is wounded, it’s free to be as reckless as it likes. It might wander into a town to cause trouble. However, no matter how its new body is bandaged or cured, it never stops bleeding slowly. If the host body is killed, the sap demon oozes out during the next hour and either returns to its tree or seeks another host.","name":"Sap Demon","size":"Small","type":"Ooze","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural","hit_points":67,"hit_dice":"15d6+15","speed":{"walk":20,"climb":20},"strength":14,"dexterity":6,"constitution":12,"intelligence":10,"wisdom":14,"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":"piercing and slashing from nonmagical attacks","damage_immunities":"bludgeoning; acid, lightning","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 12","languages":"none in its natural form; knows the same languages as a creature it dominates","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The sap demon makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.","attack_bonus":4,"damage_dice":"2d8"},{"name":"Soul Sap","desc":"The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The sap demon can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Season's Change","desc":"If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn."}],"spell_list":[],"page_no":335,"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_sap-demon/"},{"slug":"selang","desc":"_This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae._  \n**Dark Satyrs.** The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding.  \n**Battle Song and Laughter.** Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech.  \n**Blasphemous Music.** Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes.","name":"Selang","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":40},"strength":18,"dexterity":15,"constitution":18,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":6,"perception":6,"skills":{"perception":6,"performance":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The selang makes two dagger attacks or two shortbow attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Sleep Poison","desc":"An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake."},{"name":"Alien Piping","desc":"A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, minor illusion\n\n3/day each: alter self, fear, sleep, suggestion"}],"spell_list":[],"page_no":341,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_selang/"},{"slug":"serpopard","desc":"_These spotted and scaly quadrupeds run on hairless leonine paws, while their cat heads perch atop sinuous, serpentine necks._  \n**Swaying, Snakelike Cats.** Serpopards are 13 feet long and weigh 600 lb, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard’s neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions.  \n**Easily Distracted.** Serpopards are foul-tempered predators and scavengers, and are known to occasionally resort to cannibalizing their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills—or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal.  \n**Musk Glands.** In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in southern tomb iconography and temple decoration.","name":"Serpopard","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"swim":30},"strength":17,"dexterity":16,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The serpopard makes two bite attacks and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d8"},{"name":"Musk (Recharges after a Short or Long Rest)","desc":"The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Stealth","desc":"The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain."},{"name":"Sinuous Strikeback","desc":"The serpopard can take any number of reactions in a round, but it can react only once to each trigger."}],"spell_list":[],"page_no":342,"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_serpopard/"},{"slug":"shadow-fey-guardian","desc":"","name":"Shadow Fey Guardian","size":"Large","type":"Humanoid","subtype":"elf","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"chain shirt","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The shadow fey makes two pike attacks."},{"name":"Pike","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Javelin","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":[{"name":"Protect","desc":"The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep"},{"name":"Innate Spellcasting","desc":"the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n1/day: misty step (when in shadows, dim light, or darkness only)"},{"name":"Shadow's Vigil","desc":"The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."},{"name":"Traveler in Darkness","desc":"The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items."}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadow-fey-guardian/"},{"slug":"skitterhaunt","desc":"_This large vermin moves erratically, leaking noxious fluid from its cracked exoskeleton._  \n**Ooze Vermin.** This parasitic ooze lives in the shells of monstrous vermin, such as scorpions and spiders, that it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature.  \n**Wide Range of Prey.** A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, tosculi, and sometimes even zombies or reptiles.  \n**Hosts Required.** Skitterhaunts can’t survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor.","name":"Skitterhaunt","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":30},"strength":15,"dexterity":11,"constitution":19,"intelligence":1,"wisdom":7,"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","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The skitterhaunt makes two claw attacks and one sting attack."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.","attack_bonus":4,"damage_dice":"1d8"},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Acid Spray (Recharge 6)","desc":"The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Broken Shell","desc":"A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage."},{"name":"Infest Vermin","desc":"If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze."}],"spell_list":[],"page_no":352,"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_skitterhaunt/"},{"slug":"trollkin-reaver","desc":"_In the north the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage. The trollkin reaver’s skin is thick and knobby, and it sports wicked talons and tusks._  \n**Fearsome Savages.** Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors.  \n**War Leaders.** Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver’s band.  \n**Spirit Talkers.** Trollkin reavers are quite fearful of spirits and ghosts, and listen to their clan shaman and to the word of powerful fey or giants. They prefer to raid only in times of good omens.","name":"Trollkin Reaver","size":"Medium","type":"Humanoid","subtype":"trollkin","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":19,"dexterity":13,"constitution":16,"intelligence":11,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":null,"skills":{"intimidation":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Trollkin","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Using the battleaxe two-handed prevents using the handaxe.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Howl of Battle (Recharge 6)","desc":"Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate."},{"name":"Thick Hide","desc":"The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC."}],"spell_list":[],"page_no":390,"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_trollkin-reaver/"},{"slug":"tusked-skyfish","desc":"_This horrid creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentacle-whiskers trailing behind it._  \n**Alchemical Flotation.** These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them almost vertically when they wish, or drifts with the winds. They can reach altitudes of 30,000 feet.  \n**Shocking Tendrils.** Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely.  \n**Slow Mounts.** When fitted with special saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. The jinnborn and genies seem to find them congenial beasts of burden, carrying as much as 4,000 pounds.","name":"Tusked Skyfish","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"hover":true,"walk":5,"fly":20},"strength":17,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":14,"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":"lightning","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The tusked skyfish makes one gore attack and one tentacles attack."},{"name":"Gore","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Tentacles","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.","attack_bonus":5,"damage_dice":"3d6"},{"name":"Stench Spray (Recharge 5-6)","desc":"The tusked skyfish sprays foul-smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tendril Curtain","desc":"When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw."}],"spell_list":[],"page_no":391,"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_tusked-skyfish/"},{"slug":"vaettir","desc":"Vættir are ancestral spirits, sometimes protective and helpful but demanding reverence and wrathful when offended.  \n**Servants of the Land.** Land vættir dwell in barrows while sea vættir live beneath lakes, rivers, or the sea—both wear ancient mail and carry bronzes axes in withered hands. Servants of the land, they haunt those who disrespect the wild or ancient laws and traditions.Landvættir dwell in barrows while sjövættir reside beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.  \n**Jealous and Wrathful.** A wrathful vættir rises from its mound when its grave goods are stolen (including heirlooms passed on to living descendants) or when they are disrespected (leaving the dragon prow attached to a longship is a common offense, as is failing to make offerings). Vættir jealously guard both honor and treasures, and may be relentless enemies over matters as small as an accidental word or a single coin.  \n**Dangerous Helpers.** A vættir’s blue-black skin is stretched taut over its bones and sinews and its lips are drawn back in a cruel grimace. A rarer, bone-white variety exists that cares little for material possessions, instead guarding their honor or a particular patch of land. Both varieties will answer a summons by descendants or nearby villages. The summoned vættir will wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there’s always a price and a vættir’s help is often more than bargained for.  \n**Undead Nature.** A vaettir doesn’t require air, food, drink, or sleep.","name":"Vaettir","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"chain shirt","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, poisoned","senses":"truesight 30 ft., darkvision 60 ft., passive Perception 11","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The vaettir makes two greataxe attacks or two longbow attacks."},{"name":"Greataxe","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.","attack_bonus":7,"damage_dice":"1d12"},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8"},{"name":"Corpse Breath (Recharge 5-6)","desc":"The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds."},{"name":"Maddening Gaze (1/Day)","desc":"The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Covetous Bond","desc":"Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane."},{"name":"Deathless","desc":"The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet."},{"name":"Innate Spellcasting","desc":"the vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n\n2/day each: gaseous form, hunter's mark\n\n1/day each: enlarge/reduce, phantom steed\n\n1/week each: bestow curse, geas, remove curse"},{"name":"Sunlight Sensitivity","desc":"Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":395,"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_vaettir/"},{"slug":"water-leaper","desc":"_The water leaper is a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb._  \n**Gliding Wings.** The creature has no legs or arms, but sports a pair of wide, membranous wings. It uses the wings to glide beneath the water, as well as to soar through the air.  \n**Scourge of Waterways.** Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water’s edge to drink, as well as on fishermen that ply their trade in the water leaper’s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing.","name":"Water Leaper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":5,"fly":50,"swim":40},"strength":16,"dexterity":14,"constitution":15,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The water leaper uses its shriek and makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Shriek","desc":"The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours."},{"name":"Stinger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Swallow","desc":"The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The water leaper can breathe both air and water."},{"name":"Camouflage","desc":"The water leaper has advantage on Dexterity (Stealth) checks when underwater."}],"spell_list":[],"page_no":406,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_water-leaper/"},{"slug":"wharfling-swarm","desc":"_An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight._  \n**Bloodthisty Mobs.** These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of unfortunate fishermen caught in its path.  \n**Beach Swarms.** Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights.","name":"Wharfling Swarm","size":"Large","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d10 - 14","speed":{"walk":30,"climb":30,"swim":20},"strength":10,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"6d6"},{"name":"Locking Bite","desc":"When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples."},{"name":"Pilfer","desc":"A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":407,"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_wharfling-swarm/"},{"slug":"zimwi","desc":"_This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide._  \n**Swift as Horses.** Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and illtempered, with the speed to run down horses, lone zimwi have been known to attack large caravans.  \n**Always Starving.** Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extradimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey.  \n**Stomachs of Holding.** The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half.","name":"Zimwi","size":"Medium","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":40},"strength":13,"dexterity":18,"constitution":19,"intelligence":6,"wisdom":9,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The zimwi makes one claws attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":415,"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_zimwi/"},{"slug":"arcanaphage","desc":"","name":"Arcanaphage","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":30,"hover":true,"walk":0},"strength":10,"dexterity":18,"constitution":16,"intelligence":2,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from magical weapons","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The arcanaphage makes two tentacle attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Tentacle"}],"bonus_actions":null,"reactions":[{"desc":"The arcanaphage's tentacles glow when a spell is cast within 30 feet of it, countering the spell. This reaction works like the counterspell spell, except the arcanaphage must always make a spellcasting ability check, no matter the spell level. Its ability check for this is +5. If it successfully counters the spell, the arcanaphage feeds.","name":"Voracious"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an arcanaphage dies, it explodes in a surge of partially-digested magical energy. Each creature within 5 feet per Feed score must make a DC 14 Dexterity saving throw, taking 3 (1d6) force damage per Feed score on a failed save, or half as much damage on a successful one. For 1 minute afterward, the affected area is awash with volatile magic. A creature that starts its turn in the affected area takes 7 (2d6) force damage.","name":"Arcane Discharge"},{"desc":"Each time it feeds in combat, it regains hp equal to twice the level of the spell it ate and increases its Feed score by 1. The arcanaphage can't have a Feed score higher than 8, and its Feed score reduces by 1 each time it finishes a long rest.","name":"Hunger"},{"desc":"At the start of each of the arcanaphage's turns, each creature within 30 feet of it that is currently maintaining concentration on a spell must make a DC 14 Constitution saving throw. On a failure, the creature's spell ends and the arcanaphage feeds.","name":"Ingest Magic"},{"desc":"The arcanaphage is immune to damage from spells. It has advantage on saving throws against all other magical effects.","name":"Magic Immunity"}],"spell_list":[],"page_no":42,"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_arcanaphage/"},{"slug":"azeban","desc":"","name":"Azeban","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"climb":30,"walk":40},"strength":16,"dexterity":16,"constitution":14,"intelligence":15,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":1,"skills":{"deception":6,"perception":1,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Elvish, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The azeban makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claws"},{"desc":"The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.","name":"Ear-Splitting Yawp (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.","name":"Elusive"},{"desc":"The azeban has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, disguise self, faerie fire, minor illusion\n3/day each: creation, major image, mislead, seeming\n1/day each: mirage arcane, programmed illusion","name":"Innate Spellcasting"}],"spell_list":[],"page_no":44,"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_azeban/"},{"slug":"cats-of-ulthar","desc":"","name":"Cats of Ulthar","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":55,"hit_dice":"10d10","speed":{"walk":40},"strength":9,"dexterity":18,"constitution":10,"intelligence":2,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"4d6","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","name":"Bites"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours.","name":"Feline Terror"},{"desc":"The swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":58,"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_cats-of-ulthar/"},{"slug":"darakhul-shadowmancer","desc":"","name":"Darakhul Shadowmancer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":1,"investigation":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.","name":"Master of Disguise"},{"desc":"While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.","name":"Stench"},{"desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, prestidigitation\n1st level (4 slots): mage armor, ray of sickness, silent image\n2nd level (3 slots): misty step, scorching ray, see invisibility\n3rd level (3 slots): animate dead, dispel magic, stinking cloud\n4th level (2 slots): arcane eye, black tentacles, confusion\n5th level (1 slot): teleportation circle","name":"Spellcasting"}],"spell_list":[],"page_no":173,"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_darakhul-shadowmancer/"},{"slug":"dark-father","desc":"","name":"Dark Father","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+18","speed":{"fly":20,"hover":true,"walk":40},"strength":6,"dexterity":14,"constitution":15,"intelligence":8,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Life Drain"},{"desc":"The dark father targets a corpse it can see within 30 feet that has been dead for no longer than 1 hour. A stream of dark energy flows between the corpse and the dark father. At the end of the dark father's next turn, the dark father absorbs the corpse and it vanishes completely. Any worn items or possessions are unaffected. A corpse destroyed in this manner can't be retrieved other than by a wish spell or similar magic.","name":"Final Curtain"}],"bonus_actions":null,"reactions":[{"desc":"When a spell from the evocation or necromancy school is cast within 30 feet of the dark father, the dark father can counter the spell with a successful ability check. This works like the counterspell spell with a +5 spellcasting ability check, except the dark father must make the ability check no matter the level of the spell.","name":"Banish Hope"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark father has disadvantage on melee attack rolls against any creature that has all of its hp.","name":"Death Waits"},{"desc":"The dark father can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"When a creature within 30 feet of a dark father regains hp through any means other than resting, it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on its next death saving throw.","name":"None May Stop Death"}],"spell_list":[],"page_no":71,"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_dark-father/"},{"slug":"elophar","desc":"","name":"Elophar","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":8,"armor_desc":null,"hit_points":126,"hit_dice":"12d10+60","speed":{"walk":30},"strength":19,"dexterity":6,"constitution":20,"intelligence":16,"wisdom":3,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":-2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 6","languages":"Common, Giant, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the elophar takes damage other than acid damage, corrosive ectoplasm bursts from its distended stomach. The elophar takes 7 (2d6) acid damage and all creatures within 10 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.","name":"Ectoplasmic Spray"},{"desc":"The chaos of combat causes an elophar to swap between personalities at the start of each of its turns. To determine which spirit is in control, roll on the table below (it is possible for one spirit to remain in control for multiple rounds if it is rolled multiple rounds in a row):\n| 1d6 | Spirit |\n|-----|--------|\n| 1 | Cautious: creates space between itself and its enemies and casts spells. |\n| 2 | Fickle: attacks a creature it didn't last round. |\n| 3 | Terrified: uses the Disengage action to run as far away from enemies as possible. |\n| 4 | Bloodthirsty: attacks the nearest creature. |\n| 5 | Hateful: only attacks the last creature it damaged. |\n| 6 | Courageous: makes melee attacks against the most threatening enemy. |","name":"Possessed by Ancestors"},{"desc":"The runes etched on the elophar's rotting skin allow it to cast spells. The elophar's runic spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The elophar can innately cast the following spells, requiring no material components:\nAt will: acid splash, chill touch, poison spray\n3/day: grease, thunderwave\n1/day: enlarge/reduce","name":"Runic Spellcasting"}],"spell_list":[],"page_no":149,"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_elophar/"},{"slug":"ink-guardian","desc":"","name":"Ink Guardian","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":null,"hit_points":102,"hit_dice":"12d10+36","speed":{"walk":20},"strength":16,"dexterity":7,"constitution":16,"intelligence":6,"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":"fire, slashing, thunder","damage_immunities":"acid","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"As a Medium or Large creature, the ink guardian makes two pseudopod attacks","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage.","name":"Pseudopod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ink guardian can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"When activated, the creature launches from its bottle, landing within 20 feet of the bottle. It starts as Tiny, and at the start of each of its turns, it increases in size by one step to a maximum of Large.\n\nWhen the ink guardian is defeated, the bottle becomes inactive for 3d8 hours. After that time, the ink guardian regains all its hp and is active again. The bottle has AC of 20, 10 hp, and is immune to damage that isn't bludgeoning. If the bottle is destroyed, the ink guardian dies and can't rejuvenate.","name":"Bottled Rejuvenation"},{"desc":"A creature that touches the ink guardian or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. The ink guardian can eat through flesh quickly, but it doesn't harm metal, wood, or paper.","name":"Selectively Caustic"},{"desc":"When the ink guardian is subjected to thunder damage, it takes no damage and instead splashes onto creatures within 5 feet of it. Each creature in the area takes 4 (1d8) acid damage. When the ink guardian is reduced to 0 hp, it explodes. Each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.","name":"Volatile"}],"spell_list":[],"page_no":285,"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_ink-guardian/"},{"slug":"laestrigonian-giant","desc":"","name":"Laestrigonian Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":20,"dexterity":14,"constitution":18,"intelligence":9,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Giant","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The Laestrigonian giant makes one greatclub attack and one bite attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d8+5","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp except by magical means, and the target's hp maximum decreases by 3 (1d6) every 24 hours. If the target's hp maximum drops to 0 as a result of this disease, the target dies.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":7,"damage_dice":"2d10+5","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":184,"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_laestrigonian-giant/"},{"slug":"necrophage-ghast","desc":"","name":"Necrophage Ghast","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":null,"hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":16,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.","name":"Necrophage Stench"},{"desc":"The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared: \nCantrips (at will): friends, mage hand, poison spray, prestidigitation\n1st level (4 slots): charm person, false life, magic missile, ray of sickness\n2nd level (3 slots): hold person, invisibility\n3rd level (2 slots): animate dead, hypnotic pattern","name":"Spellcasting"}],"spell_list":[],"page_no":175,"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_necrophage-ghast/"},{"slug":"nian","desc":"","name":"Nian","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"climb":30,"swim":30,"walk":50},"strength":18,"dexterity":11,"constitution":17,"intelligence":11,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, paralyzed, poisoned","senses":"truesight 60 ft., passive Perception 13","languages":"Sylvan, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"2d12+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","name":"Gore"},{"attack_bonus":6,"damage_dice":"2d10+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 15 (2d10 + 4) bludgeoning damage.","name":"Stomp"},{"desc":"The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can't penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can't cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed.","name":"Year's Termination (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The nian can hold its breath for 30 minutes.","name":"Hold Breath"},{"desc":"If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.","name":"Trampling Charge"},{"desc":"The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can't be frightened by that same source again for 24 hours.","name":"Tremulous"}],"spell_list":[],"page_no":276,"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_nian/"},{"slug":"pech-stonemaster","desc":"","name":"Pech Stonemaster","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":16,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d6+30","speed":{"climb":10,"walk":20},"strength":18,"dexterity":11,"constitution":16,"intelligence":11,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"athletics":6,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 120 ft., passive Perception 15","languages":"Common, Terran, Undercommon","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The pech stonemaster makes two attacks: one with its pick and one with its hammer. If the pech stonemaster hits the same target with both attacks, the target must succeed on a DC 13 Constitution saving throw or be stunned until the start of its next turn.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","name":"Pick"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.","name":"Hammer"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While in bright light, the pech has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"As a bonus action, the pech can draw on the power of unworked stone, as long as it is in contact with stone. Until the end of the pech's next turn, it gains resistance to piercing and slashing damage.","name":"One with the Stone (Recharges after a Short or Long Rest)"},{"desc":"The pech stonemaster's innate spellcasting ability is Wisdom (spell save DC 13). The pech stonemaster can innately cast the following spells, requiring no material components:\nAt will: thunderwave\n3/day: shatter","name":"Innate Spellcasting"}],"spell_list":[],"page_no":295,"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_pech-stonemaster/"},{"slug":"philosophers-ghost","desc":"","name":"Philosopher's Ghost","size":"Medium","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":77,"hit_dice":"14d8+14","speed":{"walk":40},"strength":9,"dexterity":17,"constitution":12,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold; slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The philosopher's ghost makes two burning touch attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing.","name":"Burning Touch"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.","name":"Illumination"},{"desc":"The philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","name":"Persistent Burning Form"},{"desc":"The philosopher's ghost deals double damage to objects and structures.","name":"Siege Monster"},{"desc":"If completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed.","name":"Water Vulnerability"}],"spell_list":[],"page_no":297,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_philosophers-ghost/"},{"slug":"pillar-of-the-lost-magocracy","desc":"","name":"Pillar of the Lost Magocracy","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d12+12","speed":{"walk":0},"strength":9,"dexterity":1,"constitution":13,"intelligence":18,"wisdom":8,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"understands Common but can't speak, telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:\n1. Mutant Plants. Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds.\n2. Acid Rain. Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.\n3. Noxious Cloud. The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds.\n4. Shrinking Ray. A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.","name":"Anger of the Ancient Mage"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.","name":"Mental Agility"},{"desc":"A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.","name":"Shocking Vengeance"}],"spell_list":[],"page_no":299,"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_pillar-of-the-lost-magocracy/"},{"slug":"rattok","desc":"","name":"Rattok","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"swim":20,"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":6,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"fire, necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"Abyssal, Common, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The rattok makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","name":"Claws"},{"desc":"The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Necrotic Rush (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour.","name":"Bottled Soul (3/Day)"},{"desc":"Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute.","name":"Fire Dancer"},{"desc":"The rattok has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":90,"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_rattok/"},{"slug":"servant-of-yig","desc":"","name":"Servant of Yig","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":90,"hit_dice":"12d8+36","speed":{"swim":30,"walk":30},"strength":15,"dexterity":14,"constitution":16,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":5,"skills":{"perception":5,"persuasion":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive perception 11","languages":"Abyssal, Common, Draconic, Infernal, Void Speech","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The servant of Yig makes two attacks: one with its bite and one with its glaive.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 10 (3d6) poison damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned. While poisoned this way, the target is incapacitated and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) slashing damage.","name":"Glaive"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the Servant of Yig can't constrict another target.","name":"Constrict"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The Servant of Yig has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The Servant of Yig's innate spellcasting ability is Charisma (spell save DC 12). The servant can innately cast the following spells, requiring no material components:\n3/day each: charm person, fear\n1/day: confusion","name":"Innate Spellcasting"}],"spell_list":[],"page_no":325,"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_servant-of-yig/"},{"slug":"shoreline-scrapper","desc":"","name":"Shoreline Scrapper","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"swim":20,"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":3,"wisdom":11,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The shoreline scrapper makes two claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","name":"Claw"},{"desc":"The shoreline scrapper causes a surge in the magnetic power of its shell. Each creature within 25 feet of the shoreline scrapper is subjected to its Magnetic Shell. On a failed save, a creature's metal objects or the creature itself, if it is made of metal or wearing metal armor, are pulled up to 25 feet toward the shoreline scrapper and adhere to its shell. Creatures adhered to the shoreline scrapper's shell are restrained.","name":"Magnetic Pulse (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"The shoreline scrapper adds 4 to its AC against one melee attack that would hit it as it withdraws into its shell. Until it emerges, it increases its AC by 4, has a speed of 0 ft., and can't use its claws or magnetic pulse. The shoreline scrapper can emerge from its shell as a bonus action.","name":"Shell Protection"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The shoreline scrapper can breathe air and water.","name":"Amphibious"},{"desc":"At the start of each of the shoreline scrapper's turns, each creature within 5 feet of the scrapper must succeed on a DC 15 Strength saving throw or the metal items worn or carried by it stick to the scrapper's shell. A creature that is made of metal or is wearing metal armor that fails the saving throw is stuck to the shell and restrained. If the item is a weapon and the wielder can't or won't let go of the weapon, the wielder is adhered to the shell and is restrained. A stuck item can't be used. A creature can take its action to remove one creature or object from the shoreline scrapper's shell by succeeding on a DC 15 Strength check. \n\nItems made of gold and silver are unaffected by the shoreline scrapper's Magnetic Shell. When the shoreline scrapper dies, all metal creatures and objects are released.","name":"Magnetic Shell"},{"desc":"The shoreline scrapper can pinpoint, by scent, the location of metals within 60 feet of it.","name":"Metal Sense"}],"spell_list":[],"page_no":43,"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_shoreline-scrapper/"},{"slug":"spawn-of-chernobog","desc":"","name":"Spawn of Chernobog","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":22,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, Umbral, and Undercommon but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The spawn of Chernobog makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night's blood disease (see the Night's Blood trait).","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn's jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.\n# The creature can't speak, and its tongue turns black.\n# The creature's eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait. \n# The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple.\n# The creature's veins turn black, slowly working their way up through the body from the appendages over 24 hours. \n# When the blackened veins reach its head after the final long rest, the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight.","name":"Night's Blood"},{"desc":"While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":347,"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_spawn-of-chernobog/"},{"slug":"tar-ghoul","desc":"","name":"Tar Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":66,"hit_dice":"12d8+12","speed":{"walk":30},"strength":16,"dexterity":17,"constitution":13,"intelligence":11,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Darakhul","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The tar ghoul makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Claw"},{"desc":"The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage.","name":"Vomit Tar (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack, and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Hazard"}],"spell_list":[],"page_no":176,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_tar-ghoul/"},{"slug":"tosculi-jeweled-drone","desc":"","name":"Tosculi Jeweled Drone","size":"Small","type":"Humanoid","subtype":"tosculi","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"fly":60,"walk":30},"strength":10,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":4,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, Tosculi","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The jeweled drone makes three attacks: two with its claws and one with its scimitar.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claws"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Scimitar"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen's AC if the drone is within 5 feet of the queen.","name":"Protect the Queen"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies.","name":"Pheromones"},{"desc":"While in bright light, the jeweled drone's carapace shines and glitters. When a non-tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn't incapacitated. On a failure, the creature is blinded until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save.","name":"Scintillating Carapace"}],"spell_list":[],"page_no":355,"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_tosculi-jeweled-drone/"},{"slug":"trollkin-shaman","desc":"","name":"Trollkin Shaman","size":"Medium","type":"Humanoid","subtype":"trollkin","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":14,"dexterity":13,"constitution":14,"intelligence":10,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":2,"nature":2,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Trollkin","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The trollkin shaman makes two staff attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.","name":"Staff"},{"desc":"The trollkin shaman inspires ferocity in up to three trollkin it can see. Those trollkin have advantage on attack rolls and saving throws until the end of the shaman's next turn and gain 10 temporary hp.","name":"Inspire Ferocity (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The trollkin shaman regains 5 hp at the start of its turn. If the shaman takes acid or fire damage, this trait doesn't function at the start of the shaman's next turn. The shaman dies only if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"},{"desc":"The trollkin shaman's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC.","name":"Thick Hide"},{"desc":"The trollkin shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: \nCantrips (at will): druidcraft, produce flame, shillelagh\n1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave\n2nd level (3 slots): flaming sphere, hold person\n3rd level (3 slots): dispel magic, meld into stone, sleet storm\n4th level (2 slots): dominate beast, grasping vine","name":"Spellcasting"}],"spell_list":[],"page_no":357,"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_trollkin-shaman/"},{"slug":"tulpa","desc":"","name":"Tulpa","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"hover":true},"strength":14,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"radiant","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 12","languages":"the languages spoken by its creator","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The tulpa makes two black claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.","name":"Black Claw"},{"attack_bonus":4,"damage_dice":"4d10","desc":"Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 22 (4d10) psychic damage.","name":"Psychic Blast"},{"desc":"The tulpa uses its action to fill a 40-foot radius around itself with dread-inducing psychic energy. Each creature, other than the tulpa's creator, within that area must succeed on a DC 13 Wisdom saving throw or be frightened of the tulpa until the end of its next turn and become cursed. A creature with an Intelligence of 5 or lower can't be cursed. While cursed by the tulpa, that creature's own thoughts turn ever more dark and brooding. Its sense of hope fades, and shadows seem overly large and ominous. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on itself on a success. If not cured within three days, the cursed creature manifests its own tulpa.","name":"Imposing Dread (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The tulpa can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"Within a day of being slain, the tulpa reforms within 500 feet of its creator. It doesn't reform if its creator is slain, or if the creator's mental disturbance is healed. The tulpa is immune to all damage dealt to it by its creator.","name":"Rise Again"},{"desc":"The tulpa always remains within 500 feet if its creator. As long as the tulpa is within 500 feet of its creator, the creator has disadvantage on Wisdom saving throws.","name":"It Follows"}],"spell_list":[],"page_no":358,"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_tulpa/"},{"slug":"unhatched","desc":"","name":"Unhatched","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d6+33","speed":{"fly":40,"walk":30},"strength":15,"dexterity":14,"constitution":16,"intelligence":18,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"bludgeoning","damage_resistances":"necrotic, piercing","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The unhatched makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"3d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage.","name":"Bite"},{"desc":"The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can't speak until the end of its next turn as it chokes on the dust.","name":"Desiccating Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Deprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature.","name":"Hatred"},{"desc":"As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects.","name":"Minor Magic Resistance (3/Day)"},{"desc":"The unhatched‘s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, minor illusion\n1/day: bane","name":"Innate Spellcasting"}],"spell_list":[],"page_no":363,"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_unhatched/"},{"slug":"venom-elemental","desc":"","name":"Venom Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"swim":50,"walk":40},"strength":17,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Primordial but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The venom elemental makes two bite attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage, and the creature must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","name":"Liquid Form"},{"desc":"The elemental has advantage on Dexterity (Stealth) checks made while underwater.","name":"Underwater Camouflage"}],"spell_list":[],"page_no":138,"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_venom-elemental/"},{"slug":"water-horse","desc":"","name":"Water Horse","size":"Medium","type":"Fey","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"in humanoid form, 14 (natural armor) in horse or hybrid form","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":13,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The water horse can use its Charming Gaze. In horse form, it then makes two bite attacks. In humanoid form, it then makes two longsword attacks. In hybrid form, it then makes two attacks: one with its bite and one with its longsword.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","name":"Bite (Hybrid or Horse Form Only)"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.","name":"Longsword (Humanoid or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Longbow (Humanoid or Hybrid Form Only)"},{"desc":"The water horse targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. While charmed, the target is incapacitated and can only move toward the water horse. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target has advantage on the saving throw if it has taken damage since the end of its last turn. If the target successfully saves or if the effect ends for it, the target is immune to this water horse's Charming Gaze for the next 24 hours.","name":"Charming Gaze"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The water horse can breathe air and water.","name":"Amphibious"},{"desc":"The water horse can use its action to polymorph into a Medium humanoid, a horse, or its true horse-humanoid hybrid form. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"}],"spell_list":[],"page_no":373,"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_water-horse/"},{"slug":"winds-harp","desc":"","name":"Wind's Harp","size":"Medium","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d8","speed":{"fly":10,"walk":30},"strength":10,"dexterity":13,"constitution":10,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The wind's harp devil makes two infernal noise attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8","desc":"Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) psychic damage plus 3 (1d6) thunder damage.","name":"Infernal Noise"},{"desc":"The wind's harp devil creates an infernal cacophony. Each creature within 30 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) psychic damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one. Devils are immune to the hellish chorus.","name":"Hellish Chorus (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When a spell is cast within 60 feet of it, the wind's harp devil plays a single, infernal note, interrupting the spell. This reaction works like the counterspell spell, except it only works on spells of 3rd level or lower.","name":"Diabolical Countersong"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the wind's harp devil remains motionless, it is indistinguishable from an ordinary object.","name":"False Appearance"},{"desc":"The wind's harp devil has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The wind's harp devil has advantage on attack rolls against a creature if at least one of its allies is an air elemental, wind demon, or similar creature of air, is within 20 feet of the target, and isn't incapacitated. rP","name":"Strong Winds"}],"spell_list":[],"page_no":105,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_winds-harp/"},{"slug":"yek","desc":"","name":"Yek","size":"Small","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":77,"hit_dice":"14d6+28","speed":{"climb":30,"walk":30},"strength":16,"dexterity":16,"constitution":15,"intelligence":9,"wisdom":13,"charisma":10,"strength_save":5,"dexterity_save":5,"constitution_save":4,"intelligence_save":1,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The yek makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage, and, if the target is Large or smaller, the yek demon attaches to it. While attached, the yek demon can make this attack only against the target and has advantage on the attack roll. The yek demon can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the yek demon by succeeding on a DC 13 Strength check.","name":"Bite"},{"attack_bonus":5,"damage_dice":"3d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) slashing damage.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a creature has three or more yek attached to it from a bite attack at the end of its turn, the creature must succeed on a DC 12 Constitution saving throw or its Constitution score is reduced by 1d4 as the demons feast upon the creature's flesh.","name":"Devouring Swarm"},{"desc":"The yek has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":0,"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_yek/"},{"slug":"accurseddefiler-tob1-2023","desc":"False","name":"Accursed Defiler","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":12,"armor_desc":"","hit_points":75,"hit_dice":"10d8 + 30","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":6,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands an ancient language but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The accursed defiler makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of exhaustion."},{"name":"Sandslash (Recharge 5-6)","desc":"The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing 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":"Cursed Existence","desc":"When it drops to 0 hp in desert terrain, the accursed defiler's body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the bless spell, the accursed defiler reforms at the next sundown 1d100 miles away from where it died in a random direction."},{"name":"Sand Shroud","desc":"A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom (Survival) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage."},{"name":"Undead Nature","desc":"The accursed defiler doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":12,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_accursed-defiler/"},{"slug":"anglerworm-tob1-2023","desc":"False","name":"Angler Worm","size":"Huge","type":"Monstrosity","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d12 + 33","speed":{"walk":20},"strength":14,"dexterity":5,"constitution":16,"intelligence":3,"wisdom":14,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, poisoned, prone","senses":"tremorsense 60 ft., passive Perception 12","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The angler worm makes two Bite attacks or one Bite attack and one Coils attack."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage."},{"name":"Coils","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained by the angler worm, it can't breathe, it takes 10 (3d6) bludgeoning damage at the start of each of the angler worm's turns, and the angler worm can't use its Coils on another target."},{"name":"Ethereal Lure (Recharge 4-6)","desc":"The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm's next turn. When a creature that isn't an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, the creature must take the Dash action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the charmed creature enters the worm's snares, it has disadvantage on the saving throw to avoid being restrained."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Touch","desc":"The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations."},{"name":"Snare Walker","desc":"The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms."},{"name":"Spider Climb","desc":"The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Transparent Trap","desc":"With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the snares forming it are nearly transparent, requiring a successful DC 15 Wisdom (Perception) check to notice them."}],"spell_list":[],"page_no":20,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_angler-worm/"},{"slug":"arborealgrappler-tob1-2023","desc":"False","name":"Arboreal Grappler","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8 + 36","speed":{"walk":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Acrobatics":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The arboreal grappler makes one Bite attack and two Tentacle attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The arboreal grappler has two tentacles, each of which can grapple only one target."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Boscage Brachiation","desc":"The arboreal grappler doesn't provoke opportunity attacks when it climbs out of an enemy's reach."},{"name":"Mobile Grappler","desc":"The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has grappled."},{"name":"Spider Climb","desc":"The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":24,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_arboreal-grappler/"},{"slug":"ashdrake-tob1-2023","desc":"False","name":"Ash Drake","size":"Small","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":117,"hit_dice":"18d6 + 54","speed":{"walk":60,"fly":30},"strength":14,"dexterity":15,"constitution":16,"intelligence":9,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"fire","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The drake makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) fire damage."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage."},{"name":"Ash Cloud (Recharge 6)","desc":"The ash drake beats its wings, filling the area within 10 feet of it with ash for 1 minute. The ash spreads around corners, and its area is heavily obscured. Each creature that isn't an ash drake and that enters the cloud for the first time on its turn or starts its turn there must succeed on a DC 13 Constitution saving throw or become blinded until the end of its next turn. The ash moves with the drake, remaining centered on it for the duration."},{"name":"Ash Breath (Recharge 5-6)","desc":"The ash drake spews blistering hot, choking ash in a 30-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) fire damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Firesight","desc":"The ash drake can see through areas obscured by fire, smoke, and fog without penalty."}],"spell_list":[],"page_no":139,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ash-drake/"},{"slug":"banditlord-tob1-2023","desc":"False","name":"Bandit Lord","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Non-Lawful Alignment","armor_class":16,"armor_desc":"breastplate","hit_points":91,"hit_dice":"14d8 + 28","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":10,"skills":{"Athletics":5,"Deception":4,"Intimidation":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The bandit lord makes two Longsword attacks and one Dagger attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage if used to make a melee attack."},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated."}],"bonus_actions":[],"reactions":[{"name":"Parry","desc":"The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so, the bandit lord must see the attacker and be wielding a weapon."},{"name":"Protect Me!","desc":"When a creature the bandit lord can see targets it with an attack, the bandit lord can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally. The chosen ally becomes the target of the attack instead."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the bandit lord hits with it (included in the attack)."},{"name":"Pack Tactics","desc":"The bandit lord has advantage on attack rolls against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":406,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_bandit-lord/"},{"slug":"beheadedvengefulspirit-tob1-2023","desc":"False","name":"Beheaded Vengeful Spirit","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Any Alignment","armor_class":15,"armor_desc":"Angry Defiance","hit_points":54,"hit_dice":"12d8","speed":{"walk":60},"strength":7,"dexterity":13,"constitution":11,"intelligence":10,"wisdom":10,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":6,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"4","cr":4.0,"actions":[{"name":"Essence of Rage","desc":"Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage."},{"name":"Decapitation (1/Day)","desc":"The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a DC 14 Constitution saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can't survive without the lost head."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Angry Defiance","desc":"The vengeful spirit adds its Charisma modifier to its AC (included above)."},{"name":"Incorporeal Movement","desc":"The vengeful spirit 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":"Undead Nature","desc":"The vengeful spirit doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":384,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_beheaded-vengeful-spirit/"},{"slug":"bereginyas-tob1-2023","desc":"False","name":"Bereginyas","size":"Tiny","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"","hit_points":81,"hit_dice":"18d4 + 36","speed":{"walk":60,"fly":20},"strength":14,"dexterity":19,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Perception":5,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"bludgeoning","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The bereginyas makes two Claw attacks. If both attacks hit the same target, the bereginyas attaches to the target. While attached, the bereginyas can use only the Smother action, and it moves with the target whenever the target moves, requiring none of the bereginyas's movement. The bereginyas can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the bereginyas by succeeding on a DC 14 Strength check."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) poison damage."},{"name":"Smother","desc":"While attached to a creature that isn't a Construct or Undead, the bereginyas extends a tendril of poisonous gas down the creature's throat. The creature must make a DC 14 Constitution saving throw. On a failure, it takes 22 (5d8) poison damage, immediately runs out of breath, and begins suffocating. On a success, it takes half the damage, doesn't run out of breath, and isn't suffocating. Suffocation ends if the creature dies, if the bereginyas is removed from the creature, or if the bereginyas is killed. A suffocating creature that fails this saving throw reduces its remaining rounds of breath by 1."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Foul Form","desc":"The bereginyas's semi-solid form emits poisonous gases. Any creature that starts its turn within 5 feet of the bereginyas must succeed on a DC 14 Constitution saving throw or be poisoned. A creature that succeeds on this saving throw by 5 or more is immune to the bereginyas's Foul Form for the next 24 hours."}],"spell_list":[],"page_no":36,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_bereginyas/"},{"slug":"carrionbeetle-tob1-2023","desc":"False","name":"Carrion Beetle","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":127,"hit_dice":"15d10 + 45","speed":{"walk":10,"burrow":30},"strength":19,"dexterity":12,"constitution":17,"intelligence":1,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"paralyzed","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The beetle makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (1d12 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage."},{"name":"Acid Spit (Recharge 5-6)","desc":"The carrion beetle spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 26 (4d12) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":50,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_carrion-beetle/"},{"slug":"cavelightmoss-tob1-2023","desc":"False","name":"Cavelight Moss","size":"Large","type":"Plant","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10 + 40","speed":{"walk":15},"strength":20,"dexterity":10,"constitution":18,"intelligence":1,"wisdom":13,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire; slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, deafened, frightened, paralyzed, prone, stunned, unconscious","senses":"tremorsense 60 ft., passive Perception 11","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The cavelight moss makes two Tendrils attacks. If both attacks hit a Large or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and at the start of each of the target's turns, it must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. The cavelight moss then gains 5 temporary hp. A creature that succeeds on the saving throw can't suffer further levels of exhaustion from the cavelight moss's grapple for the next 24 hours. The cavelight moss can have only one creature grappled at a time."},{"name":"Tendrils","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Variable Illumination","desc":"The cavelight moss sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The moss can alter the radius as a bonus action."}],"spell_list":[],"page_no":52,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_cavelight-moss/"},{"slug":"citywatchcaptain-tob1-2023","desc":"False","name":"City Watch Captain","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Lawful Alignment","armor_class":15,"armor_desc":"chain shirt","hit_points":91,"hit_dice":"14d8 + 28","speed":{"walk":30},"strength":13,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 14","languages":"any one language (usually Common)","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The city watch captain can use its Issue Orders. It then makes two Rapier attacks or three Light Crossbow attacks, or it makes one Rapier attack and two Light Crossbow attacks."},{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Instead of dealing damage, the city watch captain can force the target to drop one weapon it is wielding or drop one item it is carrying. If the captain chooses to make the target drop an item, the item can't be wrapped around or firmly attached to the target, such as a shirt or armor. The item lands in a space of the captain's choice within 5 feet of the target."},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Issue Orders","desc":"The city watch captain shouts orders at up to two friendly creatures it can see within 30 feet of it. Each target can do one of the following as a reaction:"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Point Blank Fencer","desc":"A rapier deals one extra die of its damage when the city watch captain hits with it (included in the attack). In addition, the captain ignores the loading property of crossbows and doesn't have disadvantage on the attack roll with a crossbow from being within 5 feet of a hostile creature. The captain may still have disadvantage on such an attack from other sources."},{"name":"Tactical Insight","desc":"The city watch captain has advantage on initiative rolls, and friendly creatures within 30 feet of the captain and under the captain's command can choose to take the captain's initiative instead of their own when combat starts."}],"spell_list":[],"page_no":407,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_city-watch-captain/"},{"slug":"dau-tob1-2023","desc":"False","name":"Dau","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":13,"armor_desc":"","hit_points":49,"hit_dice":"9d6 + 18","speed":{"walk":60,"fly":20},"strength":7,"dexterity":17,"constitution":14,"intelligence":14,"wisdom":17,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":15,"skills":{"Deception":5,"Insight":5,"Perception":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"Deep Speech, Primordial, Sylvan, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The dau makes two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hp equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0."},{"name":"Spellcasting","desc":"The dau casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: detect thoughts, minor illusion\n3/day each: invisibility, major image\n1/day each: programmed illusion, project image"}],"bonus_actions":[],"reactions":[{"name":"Mirror Dodge","desc":"When a creature the dau can see within 30 feet of it attacks the dau or targets it with a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space that it can see within 30 feet. The dau isn't affected by the attack or spell, and the illusory duplicate is destroyed."},{"name":"Tangible Illusion (1/Day)","desc":"When the dau casts a spell that creates an illusion of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but it doesn't have any of the object's magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The dau has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":69,"environments":[],"img_main":"http://api-beta.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dau/"}]}