{"count":3207,"next":null,"previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-damage_immunities&page=64","results":[{"slug":"woe-siphon","desc":"This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.","name":"Woe Siphon","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened, exhaustion","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Cause Despair","desc":"The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."},{"name":"Invisibility","desc":"The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Sentience","desc":"The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."}],"spell_list":[],"page_no":373,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_woe-siphon/"},{"slug":"xing-tian","desc":"This headless brute has two eyes in its chest and a mouth in its belly._  \n**Descendants of a Fallen God.** All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight.  \n**Fearless Warriors.** The xing tian, known by locals as “headless giants,” live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride.  \n**Symbol of Perseverance.** The xing tian’s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.","name":"Xing Tian","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor, shield","hit_points":168,"hit_dice":"16d12+64","speed":{"walk":40},"strength":23,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"intimidation":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Giant","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The xing tian makes three attacks: one with its shield slam and two with its battleaxe. If both battleaxe attacks hit the same target, the target must succeed on a DC 16 Dexterity saving throw or take an extra 11 (2d10) piercing damage as the xing tian bites the target."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands.","attack_bonus":10,"damage_dice":"3d8+6"},{"name":"Shield Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Dance of the Unyielding","desc":"The xing tian stomps and waves its arms in a martial dance, and it regains 10 hp. Until the dance ends, the xing tian regains 10 hp at the start of each of its turns and melee attack rolls against the xing tian have disadvantage. It must take a bonus action on its subsequent turns to continue dancing. It can stop dancing at any time. The dance ends if the xing tian is incapacitated."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Indomitable","desc":"Any spell or effect that would make the xing tian paralyzed, restrained, or stunned ends at the end of the xing tian's next turn, regardless of the spell or effect's normal duration."},{"name":"Sure-Footed","desc":"The xing tian has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":376,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_xing-tian/"},{"slug":"yaojing","desc":"This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.","name":"Yaojing","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":null,"hit_points":202,"hit_dice":"27d8+81","speed":{"walk":40},"strength":14,"dexterity":21,"constitution":16,"intelligence":16,"wisdom":18,"charisma":21,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, deafened, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The yaojing uses Blasphemer's Bane. It then makes three attacks."},{"name":"Sacred Fist","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.","attack_bonus":10,"damage_dice":"2d8+5"},{"name":"Sacred Bolt","desc":"Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.","attack_bonus":10,"damage_dice":"5d8"},{"name":"Blasphemer's Bane","desc":"The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."},{"name":"Radiant Spin (Recharge 5-6)","desc":"The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charlatan's Bane","desc":"The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."},{"name":"Magic Resistance","desc":"The yaojing has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The yaojing's weapon attacks are magical."},{"name":"Motion Blur","desc":"If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."},{"name":"Innate Spellcasting","desc":"The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_yaojing/"},{"slug":"yathon","desc":"This large, bestial-looking creature is dark gray, with powerful muscles, long arms, sharp claws at the end of five-digit fingers, fine, short fur, and enormous, bat-like wings. Its face is an odd combination of orc and bat. Its brows are heavy, its nose is a snout, and its mouth is full of sharp teeth. Its ears are tall and pointed._  \n**Distantly Related to Orcs.** Yathon seem to have just as much in common with bats as they have with orcs. Their species is a seemingly perfect melding of the two, as they have the power and ferocity of the orc but the communal nature, flying, and sonic perception of a bat. It is unknown if they are the product of some mad wizard’s experiment or if they are simply cousins of orcs.  \n**Communal.** Yathon live in communities of ten to twenty. They are brutal and tribal in nature, and they fight ferociously. Yathon often capture prey in their claws, carry it into the air, and drop it from great heights. Despite their primitive tactics, they have a minor precognition that aids them in battle. This precognition seems to be driven by instinct as much as anything else, but many believe it was a gift from some god.","name":"Yathon","size":"Large","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"fly":60,"walk":30},"strength":21,"dexterity":15,"constitution":18,"intelligence":10,"wisdom":16,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 13","languages":"Common, Orc","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The yathon makes two attacks. If it hits a Medium or smaller creature with two claw attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the yathon can automatically hit the target with its claws, and the yathon can't make claw attacks against other targets."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft. or range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Greatsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"4d6+5"},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 150/600 ft., one target. Hit: 15 (2d8 + 2) piercing damage.","attack_bonus":5,"damage_dice":"2d8+2"}],"bonus_actions":null,"reactions":[{"name":"Precognition (Recharge 6)","desc":"The yathon catches a glimpse of an attack just before it lands, giving it time to react. When a creature the yathon can see hits it with a melee attack, the attacker has disadvantage on the attack roll. Alternatively, when the yathon misses with a melee weapon attack, it can reroll the attack roll with advantage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation","desc":"The yathon can't use its blindsight while deafened."}],"spell_list":[],"page_no":378,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_yathon/"},{"slug":"yavalnoi","desc":"Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._  \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License","name":"Yavalnoi","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10+60","speed":{"walk":10,"swim":40},"strength":17,"dexterity":14,"constitution":20,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 16","languages":"Aquan, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d10+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Luminous Burst (Recharge 5-6)","desc":"The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Call of the Deep (1/Day)","desc":"The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Breathing","desc":"The yavalnoi can breathe only underwater."},{"name":"Innate Spellcasting","desc":"The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow"}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_yavalnoi/"},{"slug":"yumerai","desc":"A slender creature with silvery skin moves delicately, as though unsure if the world around it is real. Star-like motes of white light dance in its black eyes._  \nA race of fey said to be born from the dreams of an ancient primeval being, yumerai walk in two worlds. Humanoid in appearance, they possess skin tones that range from pale silver to dark gray. Intrinsically tied to the dream world, they can use sleeping creatures as both weapons and transportation.  \n**Alien Minds.** Although yumerai spend most of their time in the waking world, they have difficulty remembering the differences between dreams and reality. This leads some to misunderstand basic laws of physics or to believe dreams events were real events.  \n**Dream Walkers.** A yumerai can enter an individual’s dreams and use those dreams as a means of transportation to another’s dreams. This process brief connects the creatures, though the yumerai tries not to make its presence known. When multiple people have the same dream, they may have had a yumerai pass through their sleeping minds.  \n**The Gift of Sleep.** For a yumerai, sleep serves as both a tool and a gift. As creatures unable to sleep or dream, the yumerai consider the ability to dream a gift that all mortals should appreciate. As they travel through mortal dreams, yumerai collect energy from the dreams and use it as a form of currency in fey realms. Fey use dream energy in much the same way mortals use paint, creating seemingly alive portraits or making illusions look, smell, sound, or taste more real.  \n**The Horror of Nightmares.** Yumerai usually look forward to the opportunity to experience new dreams. However, not all dreams are pleasant. Particularly horrifying nightmares may leave permanent mental scars on yumerai who witness them, changing them forever. These yumerai take on a sinister and sometimes sadistic personality, seeking to inflict the pain they felt through the nightmare on those around them.  \n**Dream Walker.** A yumerai doesn’t require sleep.","name":"Yumerai","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":13,"dexterity":17,"constitution":14,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"insight":4,"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"psychic","damage_immunities":"","condition_immunities":"unconscious","senses":"darkvision 60 ft., passive Perception 14","languages":"all, telepathy 60 ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The yumerai makes two psychic lash attacks."},{"name":"Psychic Lash","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) psychic damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Somnambulism","desc":"The yumerai targets one sleeping creature it can see within 30 feet of it. The yumerai can issue simple commands to the creature, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature takes damage, receives a suicidal command, is told to move into damaging terrain, such as lava or a pit, or is grappled while carrying out the order, it can make a DC 13 Wisdom saving throw, awakening and ending the yumerai's control on a success. The yumerai can control only one sleeping creature at a time. If it takes control of another, the effect on the previous target ends."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dream Leap","desc":"Once on its turn, the yumerai can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. If there is no other sleeping creature within range when it uses this trait, the yumerai is stunned until the end of its next turn."},{"name":"Innate Spellcasting","desc":"The yumerai's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, message, minor illusion\n3/day each: detect thoughts, silent image, sleep\n1/day each: confusion, major image"}],"spell_list":[],"page_no":381,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_yumerai/"},{"slug":"zouyu","desc":"This elephant-sized feline has sleek fur, four upward-turned fangs in its mouth, and a long tail ending in multiple strands like a pheasant._  \n**Familial Bonds.** Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection.  \n**Good Luck.** For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path.  \n**Herbivores.** Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.","name":"Zouyu","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic good","armor_class":17,"armor_desc":null,"hit_points":114,"hit_dice":"12d12+36","speed":{"walk":60},"strength":18,"dexterity":24,"constitution":16,"intelligence":6,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":10},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The zouyu uses Alter Luck. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"2d8+7"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":10,"damage_dice":"2d6+7"},{"name":"Alter Luck","desc":"The zouyu flicks its vibrant, multi-stranded tail and alters the luck of one creature it can see within 30 feet of it, choosing one of the following luck options. The zouyu can't target itself with Alter Luck. \n* Bestow Luck. The target has advantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. \n* Steal Luck. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on the next ability check, attack roll, or saving throw (zouyu's choice) it makes before the end of its next turn. If the target fails the saving throw, the zouyu has advantage on one attack roll or saving throw it makes before the start of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distance Runner","desc":"The zouyu is capable of incredibly fast long-distance travel. When traveling at a fast pace, the zouyu can run 310 miles per day."},{"name":"Keen Sight and Smell","desc":"The zouyu has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pounce","desc":"If the zouyu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the zouyu can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_zouyu/"}]}