{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-damage_resistances&page=59","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-damage_resistances&page=57","results":[{"slug":"wharfling","desc":"_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.","name":"Wharfling","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":6,"hit_dice":"4d4 - 4","speed":{"walk":30,"climb":30,"swim":20},"strength":4,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Pilfer","desc":"A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"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/"},{"slug":"white-ape","desc":"_This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes._  \n**Awakened by Sorcery.** White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes, raising their intelligence to near-human level so the beasts could be employed as soldiers and servants, protecting and replacing the humans who were slowly dying off. When the sorcerers died out, the apes remained.  \n**Arcane Wasting.** The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting, a disease that hastened their creators’ demise. The apes are immune to the wasting’s effects, but they can pass it to other humanoids. Among spellcasters, the wasting spreads like a plague.  \n**Driven Away.** The awakening enchantment also gave the white apes a strong desire to serve humans, but because of the risk from the disease, they are viciously driven away from settled areas. They are acutely aware of the injustice that was done to them, and generations of exile have turned their loyalty to animosity, especially toward arcane spellcasters.","name":"White Ape","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40,"climb":40},"strength":18,"dexterity":16,"constitution":18,"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":5,"skills":{"acrobatics":6,"athletics":7,"intimidation":2,"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ape makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).","attack_bonus":7,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Frenzy (1/Day)","desc":"When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hatred for Spellcasters","desc":"The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell."},{"name":"Arcane Wasting (Disease)","desc":"When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check."}],"spell_list":[],"page_no":408,"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_white-ape/"},{"slug":"witchlight","desc":"_This tiny ball of bright light seems to emanate from a crystalline center._  \n**Wizard Servants.** Also called a “spooklight,” a witchlight is a wizard’s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o’-wisp. The hue of quartz used during the creature’s creation determines the color of each witchlight’s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare by any measure.  \n**Flashing Light Code.** A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands Common or another language taught it by its creator. Many spellcasters have taught their witchlights a coded cipher, so it can spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. This stunt requires a successful DC 14 Dexterity (Acrobatics) check per word.  \n**Free Roaming.** If the witchlight’s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless; it’s free to do as it pleases, and it can never serve anyone else as a familiar. The statistics below represent these independent witchlights.  \nEvil witchlights can be surprisingly cruel, not unlike will-o’wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good-aligned witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, which means those items may be mistaken for magic items. More than one “wizard’s staff ” is just an impressivelooking stick with a witchlight perched on top.  \n**Constructed Nature.** A witchlight doesn’t require air, food, drink, or sleep.","name":"Witchlight","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":10,"hit_dice":"4d4","speed":{"fly":50},"strength":1,"dexterity":18,"constitution":10,"intelligence":10,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, radiant","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands the language of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Light Ray","desc":"Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Flash (Recharge 5-6)","desc":"The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dispel Magic Weakness","desc":"Casting dispel magic on a witchlight paralyzes it for 1d10 rounds."},{"name":"Luminance","desc":"A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks."},{"name":"Thin As Light","desc":"While a witchlight is not incorporeal, it can pass through any opening that light can."}],"spell_list":[],"page_no":409,"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_witchlight/"},{"slug":"wolf-reaver-dwarf","desc":"","name":"Wolf Reaver Dwarf","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"any chaotic","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":35},"strength":18,"dexterity":12,"constitution":19,"intelligence":9,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":6,"intimidation":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Dwarvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wolf reaver dwarf makes two melee or ranged attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"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.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":6,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Danger Sense","desc":"The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated."},{"name":"Dwarven Resistance","desc":"The wolf reaver dwarf has advantage on saving throws against poison."},{"name":"Pack Tactics","desc":"The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Reckless","desc":"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":426,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wolf-reaver-dwarf/"},{"slug":"wyrmling-wind-dragon","desc":"","name":"Wyrmling Wind Dragon","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":40,"fly":80},"strength":16,"dexterity":19,"constitution":14,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic, Primordial","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":131,"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_wyrmling-wind-dragon/"},{"slug":"xanka","desc":"_This small metallic globe skitters about on many-jointed legs._  \n**Cleaning Constructs.** Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants.  \nXanka are not built for fighting— their instinct tells them to skitter for cover when danger threatens— but they will defend themselves when cornered.  \n**Follow Commands.** These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown.  \n**Absorb Matter.** When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size.  \n**Constructed Nature.** A xanka doesn’t require air, food, drink, or sleep.","name":"Xanka","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":25,"climb":15},"strength":10,"dexterity":15,"constitution":12,"intelligence":4,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened,","senses":"blindsight 120 ft., passive Perception 10","languages":"Understands the languages of its creator but can't","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Absorb","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.","attack_bonus":4,"damage_dice":"1d8+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ingest Weapons","desc":"When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect."},{"name":"Magic Weapons","desc":"The xanka's weapon attacks are magical."},{"name":"Constructed Nature","desc":"A xanka doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":411,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_xanka/"},{"slug":"xhkarsh","desc":"_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.","name":"Xhkarsh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural and mystic armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50,"climb":30},"strength":17,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"insight":6,"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 16","languages":"Common, Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The xhkarsh makes two claw attacks and two stinger attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Seize Strand","desc":"The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."},{"name":"Invisibility","desc":"The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":412,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_xhkarsh/"},{"slug":"young-cave-dragon","desc":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.  \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.  \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely.  \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again.  \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed.  \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage.  \n\n## A Cave Dragon’s Lair\n\n  \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.  \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.  \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour.  \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries.  \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Young Cave Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"climb":20,"fly":20},"strength":22,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":8,"wisdom_save":4,"charisma_save":7,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, poison, thunder","condition_immunities":"poisoned","senses":"blindsight 120 ft., passive Perception 14","languages":"Common, Darakhul, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks; one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned."}],"bonus_actions":null,"reactions":[{"name":"Ruff Spikes","desc":"When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tunneler","desc":"The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake."},{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n1/day each: blur, counterspell, web\n\n3/day: darkness"}],"spell_list":[],"page_no":127,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-cave-dragon/"},{"slug":"young-flame-dragon","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Young Flame Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":161,"hit_dice":"17d10+68","speed":{"walk":40,"climb":40,"fly":80},"strength":15,"dexterity":14,"constitution":19,"intelligence":15,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":9,"skills":{"deception":8,"insight":5,"perception":9,"persuasion":8,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30ft, darkvision 120ft, passive Perception 19","languages":"Common, Draconic, Ignan, Giant, Infernal, Orc","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Incarnate","desc":"All fire damage dealt by the dragon ignores fire resistance but not fire immunity."}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-flame-dragon/"},{"slug":"young-sea-dragon","desc":"_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._  \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea.  \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna.  \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods.  \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed.  \n\n## Sea Dragon’s Lair\n\n  \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral.  \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.  \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n  \n### Regional Effects\n\n  \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n  \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.","name":"Young Sea Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":40,"fly":80,"swim":50},"strength":21,"dexterity":10,"constitution":19,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":9,"skills":{"perception":9,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30 ft. darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-sea-dragon/"},{"slug":"young-spinosaurus","desc":"_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._  \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care.  \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more.  \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.","name":"Young Spinosaurus","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12+40","speed":{"walk":50,"swim":30},"strength":23,"dexterity":11,"constitution":19,"intelligence":2,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The spinosaurus makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.","attack_bonus":9,"damage_dice":"3d12"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":9,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tamed","desc":"The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid."}],"spell_list":[],"page_no":116,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-spinosaurus/"},{"slug":"young-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Young Void Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"hover":true,"walk":40,"fly":80},"strength":20,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"arcana":10,"history":10,"perception":8,"persuasion":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 30ft, darkvision 120ft, passive Perception 18","languages":"Common, Draconic, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon."},{"name":"Falling damage in the area increases to 1d10 per 10 feet fallen","desc":"When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-void-dragon/"},{"slug":"young-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Young Wind Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":150,"hit_dice":"16d10+62","speed":{"walk":40,"fly":90},"strength":20,"dexterity":19,"constitution":18,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"perception":7,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 17","languages":"Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:\n\nat will: feather fall"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."}],"spell_list":[],"page_no":144,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-wind-dragon/"},{"slug":"zanskaran-viper","desc":"Greenish liquid drips from the dagger-length fangs of this 20-foot-long monstrosity. They show little fear.  \n_**Human Hunters.**_ This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly.  \n_**Jungle Bred.**_ A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds.  \n_**Famous but Rare Venom.**_ A dose of its viscous green venom is known to fetch as much as 2,500 gp on the black market, but it is rarely available.","name":"Zanskaran Viper","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":38,"hit_dice":"4d10+16","speed":{"walk":30,"climb":10,"swim":30},"strength":12,"dexterity":11,"constitution":18,"intelligence":2,"wisdom":13,"charisma":2,"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":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind 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 with a success.","attack_bonus":3,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":354,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_zanskaran-viper/"},{"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":"aatxe","desc":"","name":"Aatxe","size":"Large","type":"Celestial","subtype":"shapechanger","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":50},"strength":22,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"passive Perception 12","languages":"understands all but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":9,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","name":"Gore"},{"desc":"The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aatxe's Paw the Earth for the next 24 hours.","name":"Paw the Earth"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The aatxe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aatxe regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The aatxe makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The aatxe makes one gore attack.","name":"Gore (Costs 2 Actions)"},{"desc":"The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.","name":"Bulwark (Costs 3 Actions)"}],"special_abilities":[{"desc":"If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"The aatxe can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target. Limited Speech (Humanoid Form Only). The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.","name":"Know Thoughts"},{"desc":"The aatxe has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, 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":7,"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_aatxe/"},{"slug":"acid-ant","desc":"","name":"Acid Ant","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":13,"hit_dice":"3d6+3","speed":{"walk":30},"strength":8,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 8","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":3,"damage_dice":"2d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (2d4) acid damage and the target takes 1 acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.","name":"Acid Spit"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) acid damage.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the ant is reduced to 0 hp, it explodes in a burst of acid. Each creature within 5 feet of the ant must succeed on a DC 11 Dexterity saving throw or take 5 (2d4) acid damage.","name":"Explosive Death"},{"desc":"The ant has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"}],"spell_list":[],"page_no":8,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_acid-ant/"},{"slug":"adult-wasteland-dragon","desc":"","name":"Adult Wasteland Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"burrow":30,"climb":40,"fly":70,"walk":40},"strength":26,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 16","languages":"Common, Draconic","challenge_rating":"17","cr":17.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"2d10+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.","name":"Bite"},{"attack_bonus":12,"damage_dice":"2d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.","name":"Claw"},{"attack_bonus":12,"damage_dice":"2d8+8","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"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_adult-wasteland-dragon/"},{"slug":"agnibarra","desc":"","name":"Agnibarra","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":null,"hit_points":39,"hit_dice":"6d6+18","speed":{"walk":30},"strength":12,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Ignan","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. 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":"Burning Claw"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 9 (2d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. 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":"Spit Fire"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that touches the agnibarra or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage, and flammable objects within 5 feet of the agnibarra that aren't being worn or carried ignite.","name":"Body in Flames"},{"desc":"The agnibarra sheds bright light in a 10-foot radius and dim light an additional 10 feet.","name":"Illumination"}],"spell_list":[],"page_no":9,"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_agnibarra/"},{"slug":"ahu-nixta","desc":"","name":"Ahu-Nixta","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"clockwork armor","hit_points":67,"hit_dice":"9d10+18","speed":{"fly":30,"swim":30,"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee 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) slashing damage.","name":"Whirring Blades"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Pronged Scepter"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Bashing Rod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.","name":"Clockwork Encasement"},{"desc":"The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.","name":"Immutable Form"},{"desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis","name":"Innate Spellcasting"}],"spell_list":[],"page_no":11,"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_ahu-nixta/"},{"slug":"ahuizotl","desc":"","name":"Ahuizotl","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"13d6+26","speed":{"swim":30,"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":6,"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},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","name":"Claw"},{"desc":"The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage.\n\nIf the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus","name":"Tail Grab"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ahuizotl can breathe air and water.","name":"Amphibious"},{"desc":"A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.","name":"Spiky Coat"}],"spell_list":[],"page_no":10,"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_ahuizotl/"},{"slug":"albino-death-weasel","desc":"","name":"Albino Death Weasel","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"burrow":30,"walk":50},"strength":16,"dexterity":14,"constitution":15,"intelligence":4,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing 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. The target is also grappled (escape DC 13) if it is a Medium or smaller creature and the albino weasel isn't already grappling a creature. Until this grapple ends, the target is restrained and the albino death weasel can't claw another target.","name":"Claw"},{"desc":"The weasel unleashes a spray of foul musk in a 20-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Musk Spray (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"If the weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weasel can make one bite attack against it as a bonus action.","name":"Pounce"}],"spell_list":[],"page_no":374,"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_albino-death-weasel/"},{"slug":"alchemist-archer","desc":"","name":"Alchemist Archer","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"any alignment","armor_class":17,"armor_desc":"studded leather","hit_points":135,"hit_dice":"18d8+54","speed":{"walk":30},"strength":11,"dexterity":20,"constitution":16,"intelligence":18,"wisdom":14,"charisma":10,"strength_save":4,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":9,"survival":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The alchemist archer makes three longbow attacks or two scimitar attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","name":"Scimitar"},{"attack_bonus":9,"damage_dice":"1d8+5","desc":"Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","name":"Longbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the archer attaches an alchemy tube to the shaft of one arrow before firing its longbow. On a successful hit, the alchemy tube shatters and does one of the following:\nConcussive. The target takes an extra 18 (4d8) thunder damage and must succeed on a DC 16 Strength saving throw or be knocked prone.\nEntangling. The target takes an extra 18 (4d8) acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 16 Strength check, bursting through the goo on a success. The goo can also be attacked and destroyed (AC 10; hp 5; immunity to piercing, slashing, poison, and psychic damage).\nExplosive. The target takes an extra 18 (4d8) fire damage and catches on fire, taking 7 (2d6) fire damage at the start of each of its turns. The target can end this damage by using its action to make a DC 16 Dexterity check to extinguish the flames.","name":"Alchemical Arrows"},{"desc":"The archer has advantage on saving throws against being charmed, and magic can't put the archer to sleep.","name":"Fey Ancestry"},{"desc":"Once per turn, when the archer makes a ranged attack with its longbow and hits, the target takes an extra 28 (8d6) damage.","name":"Hunter's Aim"}],"spell_list":[],"page_no":141,"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_alchemist-archer/"},{"slug":"alliumite","desc":"","name":"Alliumite","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":null,"hit_points":18,"hit_dice":"4d6+4","speed":{"burrow":20,"walk":30},"strength":6,"dexterity":18,"constitution":12,"intelligence":7,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","name":"Thorn Dart"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Grass Blade"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.","name":"Plant Camouflage"},{"desc":"Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 13 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute.","name":"Tearful Stench"}],"spell_list":[],"page_no":13,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_alliumite/"},{"slug":"altar-flame-golem","desc":"","name":"Altar Flame Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":20},"strength":19,"dexterity":9,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The altar flame golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage.","name":"Slam"},{"desc":"The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.","name":"Flame Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn.","name":"Aversion to Water"},{"desc":"When the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it.","name":"Death Burst"},{"desc":"While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame.","name":"False Appearance"},{"desc":"Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt. me","name":"Fire Absorption"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":193,"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_altar-flame-golem/"},{"slug":"ancient-wasteland-dragon","desc":"","name":"Ancient Wasteland Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":22,"armor_desc":"natural armor","hit_points":333,"hit_dice":"18d20+144","speed":{"burrow":30,"climb":40,"fly":80,"walk":40},"strength":28,"dexterity":10,"constitution":26,"intelligence":16,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":9,"skills":{"perception":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"23","cr":23.0,"actions":[{"desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":16,"damage_dice":"2d10+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.","name":"Bite"},{"attack_bonus":16,"damage_dice":"2d6+9","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.","name":"Claw"},{"attack_bonus":16,"damage_dice":"2d8+9","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.","name":"Frightful Presence"},{"desc":"The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The dragon makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The dragon makes a tail attack.","name":"Tail Attack"},{"desc":"The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","name":"Wing Attack (Costs 2 Actions)"}],"special_abilities":[{"desc":"If the dragon fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":118,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ancient-wasteland-dragon/"},{"slug":"ankou-soul-herald","desc":"","name":"Ankou Soul Herald","size":"Gargantuan","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":407,"hit_dice":"22d20+176","speed":{"fly":80,"walk":40},"strength":25,"dexterity":10,"constitution":27,"intelligence":17,"wisdom":18,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":15,"intelligence_save":null,"wisdom_save":11,"charisma_save":11,"perception":18,"skills":{"perception":18,"persuasion":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 28","languages":"all","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":14,"damage_dice":"2d10+7","desc":"Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.","name":"Bite"},{"attack_bonus":14,"damage_dice":"2d6+7","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","name":"Claw"},{"attack_bonus":14,"damage_dice":"2d8+7","desc":"Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","name":"Tail"},{"desc":"Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.","name":"Horrifying Presence"},{"desc":"The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ankou regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.","name":"Detect"},{"desc":"The ankou makes a tail attack.","name":"Tail Attack"},{"desc":"The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Envelope in Shadow (Costs 2 Actions)"}],"special_abilities":[{"desc":"Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:\nResistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.\nImmunity to the grappled, paralyzed, petrified, prone, and restrained conditions\nThe ankou 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.\nThe cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Ghostly Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.","name":"Death's Apotheosis"},{"desc":"If the ankou fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"}],"spell_list":[],"page_no":37,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ankou-soul-herald/"},{"slug":"ankou-soul-seeker","desc":"","name":"Ankou Soul Seeker","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"fly":80,"walk":40},"strength":17,"dexterity":10,"constitution":19,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":8,"skills":{"perception":8,"persuasion":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 18","languages":"all","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The ankou makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claw"},{"desc":"The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type.","name":"Death Ascended"}],"spell_list":[],"page_no":38,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ankou-soul-seeker/"},{"slug":"arcamag","desc":"","name":"Arcamag","size":"Tiny","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d4+10","speed":{"fly":30,"hover":true,"walk":10},"strength":7,"dexterity":10,"constitution":15,"intelligence":5,"wisdom":12,"charisma":18,"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":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one creature that can cast spells. Hit: The arcamag attaches to the target. While attached, the arcamag doesn't attack. Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar). The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15 Strength check. The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn't require a Strength check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level.","name":"Attach"},{"desc":"The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches.","name":"Teleport (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While attached to a host, the arcamag has advantage on Dexterity (Stealth) checks.","name":"Camouflage"},{"desc":"The arcamag can use its action to polymorph into a small object, such as a ring, wand, orb, rod, or scroll. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. False Appearance (Object Form Only). While motionless, the arcamag is indistinguishable from an ordinary object.","name":"Shapechanger"}],"spell_list":[],"page_no":41,"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_arcamag/"},{"slug":"archaeopteryx","desc":"","name":"Archaeopteryx","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":7,"hit_dice":"3d4","speed":{"fly":50,"walk":5},"strength":6,"dexterity":13,"constitution":10,"intelligence":2,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"desc":"The archaeopteryx makes two attacks: one with its beak and one with its talons.","name":"Multiattack"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","name":"Beak"},{"attack_bonus":3,"damage_dice":"1d4+1","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.","name":"Talons"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.","name":"Flyby"}],"spell_list":[],"page_no":25,"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_archaeopteryx/"},{"slug":"armory-golem","desc":"","name":"Armory Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The armory golem makes any two weapon attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d12+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.","name":"Slam"},{"attack_bonus":8,"damage_dice":"1d12+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","name":"Polearm Strike"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","name":"Crossbow Barrage"},{"desc":"The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10 hp, and its AC increases by 2 until the end of its next turn.","name":"Shield Wall (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The objects that make up the golem's body can be removed or destroyed. With the exception of the slam attack, an attacker can choose to disable one of the armory golem's attacks on a critical hit. Alternatively, the attacker can attempt to destroy the golem's focus instead of disabling one of its attacks.","name":"Armory Exploit"},{"desc":"A creature grappling the armory golem can take its action to remove the golem's focus by succeeding on a DC 15 Strength check. If its focus is removed or destroyed, the armory golem must make a DC 8 Constitution saving throw at the start of each of its turns. On a success, the golem continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the golem dies, falling into a heap of armaments.","name":"Focus Weakness"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"spell_list":[],"page_no":40,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_armory-golem/"},{"slug":"avatar-of-shoth","desc":"","name":"Avatar of Shoth","size":"Gargantuan","type":"Aberration","subtype":"shoth","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"natural armor","hit_points":341,"hit_dice":"22d20+110","speed":{"climb":30,"walk":30},"strength":20,"dexterity":9,"constitution":20,"intelligence":18,"wisdom":20,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":12,"charisma_save":13,"perception":12,"skills":{"insight":12,"perception":12,"persuasion":13},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, cold, fire","condition_immunities":"charmed, frightened, prone","senses":"blindsight 60 ft., truesight 60 ft., passive Perception 22","languages":"all, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"desc":"The avatar makes three oozing tentacle attacks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"4d12+5","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage and 14 (4d6) acid damage.","name":"Oozing Tentacle"},{"desc":"A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. The avatar can accept any number of such mergers.","name":"Legendary Merge"},{"desc":"The avatar rises up and crashes down, releasing a 20-foot radius wave of acidic ooze. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 67 (15d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.","name":"Acid Wave (Recharge 5-6)"},{"desc":"The avatar uses its action to consult its weighty zom for insight. The zom flashes brilliant crimson-and-white light. Each creature within 120 feet who can see the avatar must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Each creature of the avatar's choice within 120 feet that speaks a language must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn as the avatar telepathically utters a short expression that is particularly meaningful to that creature.","name":"Consult the Zom (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The avatar casts one at will spell.","name":"At Will Spell"},{"desc":"The avatar makes one oozing tentacle attack.","name":"Oozing Tentacle"},{"desc":"The avatar uses Acid Wave, if it is available.","name":"Acid Wave (Costs 2 Actions)"}],"special_abilities":[{"desc":"When the avatar damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the avatar's statistics where applicable.","name":"Absorbent"},{"desc":"The avatar, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"If the avatar fails a saving throw, it can choose to succeed instead.","name":"Legendary Resistance (3/Day)"},{"desc":"Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must succeed on a DC 20 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.","name":"Soothing Aura"},{"desc":"The avatar's innate spellcasting ability is Charisma (spell casting DC 21, +13 to hit with spell attacks). It may cast the following spells innately, requiring no components:\nAt will: acid splash (4d6), light, spare the dying, true strike\n3/day each: bless, blur, command, darkness, enthrall, shield\n2/day each: counterspell, dispel magic\n1/day each: black tentacles, confusion","name":"Innate Spellcasting (Psionics)"}],"spell_list":[],"page_no":332,"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_avatar-of-shoth/"},{"slug":"bearfolk-chieftain","desc":"","name":"Bearfolk Chieftain","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":17,"armor_desc":"chain shirt, shield","hit_points":130,"hit_dice":"20d8+40","speed":{"walk":40},"strength":21,"dexterity":14,"constitution":16,"intelligence":9,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"athletics":11,"insight":5,"intimidation":7,"persuasion":4,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The bearfolk makes two attacks with its battleaxe and one with its bite.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.","name":"Battleaxe"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","name":"Bite"},{"desc":"For 1 minute, the bearfolk chieftain can, as a reaction, 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 bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.","name":"Leadership (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).","name":"Brute"},{"desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.","name":"Frenzy (1/rest)"},{"desc":"The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe 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 bearfolk can make one bite attack against it as a bonus action.","name":"Savage Charge"}],"spell_list":[],"page_no":51,"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_bearfolk-chieftain/"},{"slug":"black-sun-orc","desc":"","name":"Black Sun Orc","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"hide armor","hit_points":65,"hit_dice":"10d8+20","speed":{"climb":20,"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":9,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Orc","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The orc makes two attacks with its greatclub or with its sling.","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.","name":"Greatclub"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","name":"Sling"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the Black Sun orc's darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The orc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.","name":"Stone Camouflage"}],"spell_list":[],"page_no":289,"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_black-sun-orc/"},{"slug":"black-sun-priestess","desc":"","name":"Black Sun Priestess","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"hide armor","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":9,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":6,"intimidation":6,"religion":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Orc","challenge_rating":"3","cr":3.0,"actions":[{"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.","name":"Greatclub"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the the Black Sun priestess' darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, sacred flame\n1st level (4 slots): bane, command, cure wounds, detect magic\n2nd level (3 slots): augury, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, spirit guardians","name":"Spellcasting"}],"spell_list":[],"page_no":290,"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_black-sun-priestess/"},{"slug":"blood-ooze","desc":"","name":"Blood Ooze","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":null,"hit_points":76,"hit_dice":"8d10+32","speed":{"climb":20,"walk":20},"strength":16,"dexterity":6,"constitution":18,"intelligence":1,"wisdom":8,"charisma":2,"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, fire, necrotic, slashing","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 9","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken.","name":"Pseudopod"}],"bonus_actions":null,"reactions":[{"desc":"When the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken.","name":"Overflow"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can't exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn, although it retains any temporary hp it previously gained.","name":"Blood Drain"},{"desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":282,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_blood-ooze/"},{"slug":"blood-zombie","desc":"","name":"Blood Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":10,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":20},"strength":16,"dexterity":6,"constitution":18,"intelligence":3,"wisdom":6,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands the languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp.","name":"Blood Drain"},{"desc":"If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":282,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_blood-zombie/"},{"slug":"bloody-bones","desc":"","name":"Bloody Bones","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"none, but can speak through the use of its Horrific Imitation trait","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Claw"},{"desc":"The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.","name":"Dark Stare"}],"bonus_actions":null,"reactions":[{"desc":"When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.","name":"Its Crown Runs Red"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.","name":"Horrifying Aura"},{"desc":"The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.","name":"Horrific Imitation"}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bloody-bones/"},{"slug":"cacus-giant","desc":"","name":"Cacus Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":21,"dexterity":11,"constitution":20,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 15","languages":"Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The cacus giant makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":8,"damage_dice":"4d10+5","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.","name":"Rock"},{"desc":"The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.","name":"Final Breath"}],"spell_list":[],"page_no":181,"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_cacus-giant/"},{"slug":"carbuncle","desc":"","name":"Carbuncle","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic good","armor_class":12,"armor_desc":null,"hit_points":36,"hit_dice":"8d6+8","speed":{"climb":20,"walk":40},"strength":8,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 15","languages":"Carbuncle, Common","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The carbuncle makes one bite attack and one claw attack.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"desc":"The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Light Beam (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for an additional 10 feet.","name":"Gem Illumination"},{"desc":"The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.","name":"Jungle Camouflage"}],"spell_list":[],"page_no":57,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_carbuncle/"},{"slug":"cave-giant","desc":"","name":"Cave Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":8,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":12,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Giant","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The giant makes three attacks: two with its handaxe and one with its tusks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"3d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 8) slashing damage.","name":"Handaxe"},{"attack_bonus":12,"damage_dice":"4d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone.","name":"Tusks"},{"attack_bonus":12,"damage_dice":"4d10+8","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.","name":"Sunlight Petrification"}],"spell_list":[],"page_no":182,"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_cave-giant/"},{"slug":"centaur-chieftain","desc":"","name":"Centaur Chieftain","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":110,"hit_dice":"17d8+34","speed":{"walk":50},"strength":19,"dexterity":12,"constitution":14,"intelligence":9,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":7,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"Centaur, Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The centaur chieftain makes two attacks: one with its pike and one with its hooves or two with its longbow.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d10+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","name":"Pike"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","name":"Hooves"},{"attack_bonus":4,"damage_dice":"1d8+1","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","name":"Longbow"},{"desc":"For 1 minute, the centaur chieftain 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 centaur chieftain. A creature can benefit from only one","name":"Leadership (Recharges after a Short or Long Rest)"},{"desc":"This effect ends if the centaur chieftain is incapacitated.","name":"Leadership die at a time"},{"desc":"The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The attack leaves the centaur chieftain vulnerable, reducing its\nArmor Class by 2 until the start of its next turn.","name":"Rearing Strike (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage.","name":"Charge"}],"spell_list":[],"page_no":60,"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_centaur-chieftain/"},{"slug":"child-of-yggdrasil","desc":"","name":"Child of Yggdrasil","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"climb":20,"walk":20},"strength":16,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":18,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":3},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"acid, cold; bludgeoning from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The child of Yggdrasil makes three claw attacks.","name":"Multiattack"},{"desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron.","name":"Acid Touch"},{"desc":"The child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain.","name":"Forest Camouflage"},{"desc":"The child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"}],"spell_list":[],"page_no":61,"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_child-of-yggdrasil/"},{"slug":"chuhaister","desc":"","name":"Chuhaister","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40},"strength":22,"dexterity":9,"constitution":20,"intelligence":10,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Giant, Orc, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The chuhaister makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"5d6+6","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":2,"damage_dice":"5d10+6","desc":"Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":[{"desc":"When the chuhaister or one ally within 30 feet of it is hit by an attack, the chuhaister can create a magical, wooden barrier that interrupts the attack. The attack causes no damage. The shield splinters and disappears afterwards.","name":"Deadfall Shield (Recharge 5-6)"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures of the fey type don't recover spells during a long rest while within 60 feet of the chuhaister. In addition, the chuhaister automatically sees through magical illusions created by spells of 3rd level or lower and has advantage on saving throws and ability checks to detect or see through illusion spells of 4th level or higher.","name":"Feybane"},{"desc":"While in bright light, the chuhaister has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"}],"spell_list":[],"page_no":62,"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_chuhaister/"},{"slug":"chupacabra","desc":"","name":"Chupacabra","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":4,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the chupacabra attaches to the target. While attached, the chupacabra doesn't attack. Instead, at the start of each of the chupacabra's turns, the target loses 6 (1d6 + 3) hp due to blood loss. The chupacabra can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the chupacabra.","name":"Bite"},{"desc":"The chupacabra fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chupacabra's Fearful Gaze for the next 24 hours.","name":"Fearful Gaze"}],"bonus_actions":null,"reactions":[{"desc":"When the chupacabra is reduced to less than half of its maximum hp, it releases a foul, sulphurous stench. Each creature within 5 feet of the chupacabra must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.","name":"Malodorous Stench"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chupacabra has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"With a 10-foot running start, the chupacabra can long jump up to 25 feet.","name":"Running Leap"}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_chupacabra/"},{"slug":"clacking-skeleton","desc":"","name":"Clacking Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"armor scraps","hit_points":45,"hit_dice":"10d8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":11,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The clacking skeleton makes two attacks: one with its glaive and one with its gore or two with its shortbow.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Glaive"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Gore"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Shortbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Horrid Clacking"}],"spell_list":[],"page_no":319,"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_clacking-skeleton/"},{"slug":"clockwork-assassin","desc":"","name":"Clockwork Assassin","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d8+18","speed":{"climb":30,"walk":30},"strength":14,"dexterity":17,"constitution":12,"intelligence":12,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"acrobatics":6,"investigation":4,"perception":4,"stealth":9,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The clockwork assassin makes two rapier attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and be poisoned for 1 minute.","name":"Rapier"},{"desc":"The assassin breaks its body down into a snakelike, segmented cylinder, which allows it to move through a space as narrow as 6 inches wide. It can reassemble itself into its true form by using this action again. While disassembled into its snake form, the assassin can't attack and attack rolls against it have advantage.","name":"Disassembly"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.","name":"Assassinate"},{"desc":"When the assassin is destroyed, its core explodes, projecting superheated steam and shrapnel. Each creature within 5 feet of the construct must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Explosive Core"},{"desc":"The assassin is immune to any spell or effect, other than its disassembly trait, that would alter its form.","name":"Immutable Form"},{"desc":"The assassin has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"If the assassin takes psychic damage, it has disadvantage on attack rolls, saving throws, and ability checks until the end of its next turn.","name":"Psychic Susceptibility"},{"desc":"The assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"The assassin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.","name":"Standing Leap"}],"spell_list":[],"page_no":64,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-assassin/"},{"slug":"clockwork-servant","desc":"","name":"Clockwork Servant","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":22,"hit_dice":"4d8+4","speed":{"walk":25},"strength":14,"dexterity":12,"constitution":13,"intelligence":8,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"investigation":3,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"1/8","cr":0.125,"actions":[{"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.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The servant can cast the mending and prestidigitation cantrips at will without requiring spell components.","name":"Domestic Retainer"},{"desc":"The servant is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The servant has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-servant/"},{"slug":"clockwork-soldier","desc":"","name":"Clockwork Soldier","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":13,"dexterity":13,"constitution":16,"intelligence":5,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":-3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":3,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Halberd"},{"desc":"The soldier makes four halberd attacks. After taking this action, it is stunned until the end of its next turn.","name":"Overdrive Flurry (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The soldier is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"A single clockwork soldier's rigid movements appear silly, but, when gathered in numbers, they become an inhuman terror. When the clockwork soldier makes a Charisma (Intimidation) check, it gains a bonus on that check equal to the number of other clockwork soldiers the target can see or hear.","name":"Intimidating Legions"},{"desc":"The soldier has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_clockwork-soldier/"},{"slug":"corpse-thief","desc":"","name":"Corpse Thief","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":30,"hit_dice":"4d8+12","speed":{"walk":30},"strength":12,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The corpse thief makes two claw attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Claw"},{"desc":"The corpse thief targets one creature within 5 feet of it and attempts to steal one small item. The target must succeed on a DC 13 Dexterity saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand.","name":"Steal"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"By concentrating for 10 minutes on a specific object, a corpse thief learns more about the object's most recent owner. The effects of this trait are different depending on if the most recent owner is alive or dead. This trait only works once per object. \n* If the most recent owner is alive, the corpse thief sees through that person's eyes for 10 minutes. This works like the clairvoyance spell, except the most recent owner is the sensor and controls which direction it is pointed, how far it can see, etc. The most recent owner must make a DC 13 Wisdom saving throw. On a success, it gets the sensation that it is being watched. \n* If the most recent owner is dead, the corpse thief can learn five things about the person's life through dream-like visions and emotions. This works like the speak with dead spell, except the spirit can only answer questions about events in which the object was present.","name":"Object Reading"}],"spell_list":[],"page_no":66,"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_corpse-thief/"}]}