{"count":3207,"next":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-desc&page=25","previous":"https://api-beta.open5e.com/v1/monsters/?format=json&ordering=-desc&page=23","results":[{"slug":"pixies-umbrella","desc":"A Dozens of flat, purple-capped mushrooms float and spin through the air._  \nHuge colonies of pixie’s umbrellas inhabit the Underworld. When they sense danger, they fill their caps to gain height then release the air, using the flattened caps to slow their descent.  \n**Migrating Fungus.** Their ability to float allows pixie’s umbrellas to make homes on hard-to-reach surfaces, frustrating those who enjoy the mushrooms’ bitter flesh. The ground beneath wall- and cliff-dwelling pixie’s umbrellas is sometimes littered with the skeletal remains of starving travelers who fell in their desperate attempts to gather food.  \n**Dizzying Drifters.** Witnessing the migration of a colony of pixie’s umbrellas can be fascinating to those who enjoy watching large numbers of the mushrooms float from cavern to cavern. Intelligent Underworld hunters sometimes use the migration of pixie’s umbrellas to mask their approach, counting on the display to distract their prey.","name":"Pixie’s Umbrella","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":7,"armor_desc":null,"hit_points":10,"hit_dice":"4d4","speed":{"walk":5},"strength":1,"dexterity":5,"constitution":10,"intelligence":1,"wisdom":5,"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":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 7","languages":"—","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Twirl","desc":"The pixie's umbrella twirls, spinning its spores at nearby creatures. Each creature within 5 feet of the pixie's umbrella must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also poisoned until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Float","desc":"When a pixie's umbrella senses motion within 30 feet of it, it fills its cap with air and flies 20 feet away from the motion without provoking opportunity attacks."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the pixie's umbrella remains motionless, it is indistinguishable from an ordinary fungus."}],"spell_list":[],"page_no":158,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_pixies-umbrella/"},{"slug":"worg","desc":"A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.","name":"Worg","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":26,"hit_dice":"4d10+4","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":7,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Goblin, Worg","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":393,"environments":["Hill","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_worg/"},{"slug":"quipper","desc":"A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.","name":"Quipper","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"swim":40},"strength":2,"dexterity":16,"constitution":9,"intelligence":1,"wisdom":7,"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 8","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","attack_bonus":5,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The quipper can breathe only underwater."}],"spell_list":[],"page_no":387,"environments":["Underwater","Sewer","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_quipper/"},{"slug":"phase-spider","desc":"A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d10+5","speed":{"walk":30,"climb":30},"strength":15,"dexterity":15,"constitution":12,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":385,"environments":["Hill","Underdark","Urban","Astral Plane","Mountains","Grassland","Forest","Ruin","Ethereal Plane","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_phase-spider/"},{"slug":"mammoth","desc":"A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.","name":"Mammoth","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"walk":40},"strength":24,"dexterity":9,"constitution":21,"intelligence":3,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"","challenge_rating":"6","cr":6.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.","attack_bonus":10,"damage_dice":"4d8","damage_bonus":7},{"name":"Stomp","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10","damage_bonus":7}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action."}],"spell_list":[],"page_no":384,"environments":["Tundra","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mammoth/"},{"slug":"giant-shark","desc":"A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.","name":"Giant Shark","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":126,"hit_dice":"11d12+55","speed":{"swim":50},"strength":23,"dexterity":11,"constitution":21,"intelligence":1,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","attack_bonus":9,"damage_dice":"3d10","damage_bonus":6}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"name":"Water Breathing","desc":"The shark can breathe only underwater."}],"spell_list":[],"page_no":379,"environments":["Underwater","Plane Of Water","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-shark/"},{"slug":"giant-lizard","desc":"A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.","name":"Giant Lizard","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":19,"hit_dice":"3d10+3","speed":{"walk":30,"climb":30},"strength":15,"dexterity":12,"constitution":13,"intelligence":2,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Variant: Hold Breath","desc":"The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)"},{"name":"Variant: Spider Climb","desc":"The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":377,"environments":["Underdark","Desert","Coastal","Grassland","Forest","Ruin","Swamp","Jungle"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-lizard/"},{"slug":"giant-fire-beetle","desc":"A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.","name":"Giant Fire Beetle","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":4,"hit_dice":"1d6+1","speed":{"walk":30},"strength":8,"dexterity":10,"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":"","condition_immunities":"","senses":"blindsight 30 ft., passive Perception 8","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.","attack_bonus":1,"damage_dice":"1d6","damage_bonus":-1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Illumination","desc":"The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."}],"spell_list":[],"page_no":375,"environments":["Underdark","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-fire-beetle/"},{"slug":"giant-eagle","desc":"A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).","name":"Giant Eagle","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":26,"hit_dice":"4d10+4","speed":{"walk":10,"fly":80},"strength":16,"dexterity":17,"constitution":13,"intelligence":8,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Giant Eagle, understands Common and Auran but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The eagle makes two attacks: one with its beak and one with its talons."},{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The eagle has advantage on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":375,"environments":["Hill","Mountains","Coastal","Grassland","Hills","Feywild","Mountain","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-eagle/"},{"slug":"frog","desc":"A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a **toad**.","name":"Frog","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":1,"hit_dice":"1d4-1","speed":{"walk":20,"swim":20},"strength":1,"dexterity":13,"constitution":8,"intelligence":1,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 11","languages":"","challenge_rating":"0","cr":0.0,"actions":null,"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The frog can breathe air and water"},{"name":"Standing Leap","desc":"The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start."}],"spell_list":[],"page_no":372,"environments":["Jungle","Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_frog/"},{"slug":"flying-snake","desc":"A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.","name":"Flying Snake","size":"Tiny","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"walk":30,"fly":60,"swim":30},"strength":4,"dexterity":18,"constitution":11,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 11","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.","attack_bonus":6,"damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach."}],"spell_list":[],"page_no":372,"environments":["Urban","Desert","Grassland","Forest","Jungle","Swamp","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_flying-snake/"},{"slug":"death-dog","desc":"A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.","name":"Death Dog","size":"Medium","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":39,"hit_dice":"6d8+12","speed":{"walk":40},"strength":15,"dexterity":14,"constitution":14,"intelligence":3,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The dog makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Two-Headed","desc":"The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious."}],"spell_list":[],"page_no":370,"environments":["Desert","Abyss","Shadowfell","Grassland","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_death-dog/"},{"slug":"blink-dog","desc":"A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.","name":"Blink Dog","size":"Medium","type":"Fey","subtype":"","group":"Miscellaneous Creatures","alignment":"lawful good","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"4d8+4","speed":{"walk":40},"strength":12,"dexterity":17,"constitution":12,"intelligence":10,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Blink Dog, understands Sylvan but can't speak it","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1},{"name":"Teleport (Recharge 4-6)","desc":"The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":368,"environments":["Jungle","Feywild","Forest","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_blink-dog/"},{"slug":"veteran","desc":"**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.","name":"Veteran","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":17,"armor_desc":"splint","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":14,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"athletics":5,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one language (usually Common)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d10","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":403,"environments":["Hill","Desert","Underdark","Urban","Mountains","Coastal","Grassland","Forest","Arctic","Hills","Mountain","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_veteran/"},{"slug":"tribal-warrior","desc":"**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.","name":"Tribal Warrior","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":"hide armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":13,"dexterity":11,"constitution":12,"intelligence":8,"wisdom":11,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":402,"environments":["Hill","Underdark","Grassland","Coastal","Forest","Arctic","Swamp","Jungle","Mountain","Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_tribal-warrior/"},{"slug":"thug","desc":"**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.","name":"Thug","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":11,"armor_desc":"leather armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":15,"dexterity":11,"constitution":14,"intelligence":10,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The thug makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","attack_bonus":2,"damage_dice":"1d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":402,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_thug/"},{"slug":"scout","desc":"**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.","name":"Scout","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":13,"armor_desc":"leather armor","hit_points":16,"hit_dice":"3d8+3","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":12,"intelligence":11,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":4,"perception":5,"stealth":6,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"any one language (usually Common)","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The scout makes two melee attacks or two ranged attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":401,"environments":["Hill","Desert","Underdark","Grassland","Mountains","Coastal","Tundra","Swamp","Feywild","Mountain","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_scout/"},{"slug":"priest","desc":"**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. \nA priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.","name":"Priest","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":13,"armor_desc":"chain shirt","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":25},"strength":10,"dexterity":10,"constitution":12,"intelligence":13,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":7,"persuasion":3,"religion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Eminence","desc":"As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.","attack_bonus":0,"damage_dice":"3d6"},{"name":"Spellcasting","desc":"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n\n* Cantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (4 slots): cure wounds, guiding bolt, sanctuary\n* 2nd level (3 slots): lesser restoration, spiritual weapon\n* 3rd level (2 slots): dispel magic, spirit guardians"}],"spell_list":["https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/guiding-bolt/?format=json","https://api-beta.open5e.com/v2/spells/sanctuary/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/spirit-guardians/?format=json"],"page_no":401,"environments":["Temple","Desert","Urban","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_priest/"},{"slug":"noble","desc":"**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.\nThe noble's statistics can also be used to represent **courtiers** who aren't of noble birth.","name":"Noble","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":15,"armor_desc":"breastplate","hit_points":9,"hit_dice":"2d8","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":11,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":4,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two languages","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":401,"environments":["Urban","Grassland","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_noble/"},{"slug":"mastiff","desc":"**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.","name":"Mastiff","size":"Medium","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":5,"hit_dice":"1d8+1","speed":{"walk":40},"strength":13,"dexterity":14,"constitution":12,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":384,"environments":["Hill","Forest","Settlement","Urban"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mastiff/"},{"slug":"mage","desc":"**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.","name":"Mage","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":"15 with _mage armor_","hit_points":40,"hit_dice":"9d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":11,"intelligence":17,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any four languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\n\n* Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n* 1st level (4 slots): detect magic, mage armor, magic missile, shield\n* 2nd level (3 slots): misty step, suggestion\n* 3rd level (3 slots): counterspell, fireball, fly\n* 4th level (3 slots): greater invisibility, ice storm\n* 5th level (1 slot): cone of cold"}],"spell_list":["https://api-beta.open5e.com/v2/spells/fire-bolt/?format=json","https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/mage-hand/?format=json","https://api-beta.open5e.com/v2/spells/prestidigitation/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/mage-armor/?format=json","https://api-beta.open5e.com/v2/spells/magic-missile/?format=json","https://api-beta.open5e.com/v2/spells/shield/?format=json","https://api-beta.open5e.com/v2/spells/misty-step/?format=json","https://api-beta.open5e.com/v2/spells/suggestion/?format=json","https://api-beta.open5e.com/v2/spells/counterspell/?format=json","https://api-beta.open5e.com/v2/spells/fireball/?format=json","https://api-beta.open5e.com/v2/spells/fly/?format=json","https://api-beta.open5e.com/v2/spells/greater-invisibility/?format=json","https://api-beta.open5e.com/v2/spells/ice-storm/?format=json","https://api-beta.open5e.com/v2/spells/cone-of-cold/?format=json"],"page_no":400,"environments":["Urban","Desert","Mountains","Forest","Ruin","Laboratory","Jungle","Hills","Feywild","Shadowfell","Swamp","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mage/"},{"slug":"knight","desc":"**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.","name":"Knight","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":18,"armor_desc":"plate","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":11,"constitution":14,"intelligence":11,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The knight makes two melee attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","attack_bonus":2,"damage_dice":"1d10"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. 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 knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":400,"environments":["Temple","Urban","Hills","Mountains","Grassland","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_knight/"},{"slug":"guard","desc":"**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.","name":"Guard","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":13,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":399,"environments":["Hill","Desert","Urban","Mountains","Coastal","Grassland","Forest","Hills","Mountain","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_guard/"},{"slug":"gladiator","desc":"**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.","name":"Gladiator","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"studded leather, shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":7,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":10,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes three melee attacks or two ranged attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Shield Bash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d4","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The gladiator has advantage on saving throws against being frightened."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":399,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gladiator/"},{"slug":"giant-owl","desc":"**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms.","name":"Giant Owl","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":5,"fly":60},"strength":13,"dexterity":15,"constitution":12,"intelligence":8,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Giant Owl, understands Common, Elvish, and Sylvan but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.","attack_bonus":3,"damage_dice":"2d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Sight","desc":"The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":377,"environments":["Hill","Feywild","Forest","Arctic"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-owl/"},{"slug":"cult-fanatic","desc":"**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.","name":"Cult Fanatic","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":13,"armor_desc":"leather armor","hit_points":22,"hit_dice":"6d8+6","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The fanatic makes two melee attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dark Devotion","desc":"The fanatic has advantage on saving throws against being charmed or frightened."},{"name":"Spellcasting","desc":"The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:\n\nCantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (4 slots): command, inflict wounds, shield of faith\n* 2nd level (3 slots): hold person, spiritual weapon"}],"spell_list":["https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/inflict-wounds/?format=json","https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=json","https://api-beta.open5e.com/v2/spells/hold-person/?format=json","https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=json"],"page_no":398,"environments":["Temple","Desert","Urban","Sewer","Forest","Ruin","Jungle","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cult-fanatic/"},{"slug":"druid","desc":"**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.","name":"Druid","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":11,"armor_desc":"16 with _barkskin_","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":13,"intelligence":12,"wisdom":15,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"medicine":4,"nature":3,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Druidic plus any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Quarterstaff","desc":"Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, produce flame, shillelagh\n* 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave\n* 2nd level (3 slots): animal messenger, barkskin"}],"spell_list":["https://api-beta.open5e.com/v2/spells/druidcraft/?format=json","https://api-beta.open5e.com/v2/spells/produce-flame/?format=json","https://api-beta.open5e.com/v2/spells/shillelagh/?format=json","https://api-beta.open5e.com/v2/spells/entangle/?format=json","https://api-beta.open5e.com/v2/spells/longstrider/?format=json","https://api-beta.open5e.com/v2/spells/speak-with-animals/?format=json","https://api-beta.open5e.com/v2/spells/thunderwave/?format=json","https://api-beta.open5e.com/v2/spells/animal-messenger/?format=json","https://api-beta.open5e.com/v2/spells/barkskin/?format=json"],"page_no":398,"environments":["Hill","Desert","Underdark","Mountains","Coastal","Tundra","Grassland","Swamp","Mountain","Forest","Arctic","Jungle","Hills"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_druid/"},{"slug":"cultist","desc":"**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.","name":"Cultist","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":12,"armor_desc":"leather armor","hit_points":9,"hit_dice":"2d8","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":10,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":2,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dark Devotion","desc":"The cultist has advantage on saving throws against being charmed or frightened."}],"spell_list":[],"page_no":398,"environments":["Temple","Desert","Urban","Sewer","Forest","Ruin","Jungle","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cultist/"},{"slug":"commoner","desc":"**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.","name":"Commoner","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":10,"armor_desc":null,"hit_points":4,"hit_dice":"1d8","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":10,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"0","cr":0.0,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","attack_bonus":2,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":398,"environments":["Hill","Urban","Grassland","Coastal","Forest","Arctic","Desert","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_commoner/"},{"slug":"bandit","desc":"**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. \n**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.","name":"Bandit","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-lawful alignment","armor_class":12,"armor_desc":"leather armor","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":396,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Grassland","Ruin","Laboratory","Swamp","Settlement","Urban","Sewer","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bandit/"},{"slug":"archmage","desc":"**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.\nAn archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.","name":"Archmage","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":"15 with _mage armor_","hit_points":99,"hit_dice":"18d8+18","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":20,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":9,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"arcana":13,"history":13},"damage_vulnerabilities":"","damage_resistances":"damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any six languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":6,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The archmage has advantage on saving throws against spells and other magical effects."},{"name":"Spellcasting","desc":"The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:\n\n* Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp\n* 1st level (4 slots): detect magic, identify, mage armor*, magic missile\n* 2nd level (3 slots): detect thoughts, mirror image, misty step\n* 3rd level (3 slots): counterspell,fly, lightning bolt\n* 4th level (3 slots): banishment, fire shield, stoneskin*\n* 5th level (3 slots): cone of cold, scrying, wall of force\n* 6th level (1 slot): globe of invulnerability\n* 7th level (1 slot): teleport\n* 8th level (1 slot): mind blank*\n* 9th level (1 slot): time stop\n* The archmage casts these spells on itself before combat."}],"spell_list":["https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/spare-the-dying/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/command/?format=json","https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api-beta.open5e.com/v2/spells/detect-magic/?format=json","https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=json","https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=json","https://api-beta.open5e.com/v2/spells/dispel-magic/?format=json","https://api-beta.open5e.com/v2/spells/tongues/?format=json","https://api-beta.open5e.com/v2/spells/banishment/?format=json","https://api-beta.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api-beta.open5e.com/v2/spells/flame-strike/?format=json","https://api-beta.open5e.com/v2/spells/greater-restoration/?format=json","https://api-beta.open5e.com/v2/spells/heroes-feast/?format=json"],"page_no":395,"environments":["Settlement","Forest","Laboratory","Urban"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_archmage/"},{"slug":"acolyte","desc":"**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.","name":"Acolyte","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":10,"armor_desc":null,"hit_points":9,"hit_dice":"2d8","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":10,"intelligence":10,"wisdom":14,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one language (usually Common)","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","attack_bonus":2,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:\n\n* Cantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (3 slots): bless, cure wounds, sanctuary"}],"spell_list":["https://api-beta.open5e.com/v2/spells/light/?format=json","https://api-beta.open5e.com/v2/spells/sacred-flame/?format=json","https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=json","https://api-beta.open5e.com/v2/spells/bless/?format=json","https://api-beta.open5e.com/v2/spells/cure-wounds/?format=json","https://api-beta.open5e.com/v2/spells/sanctuary/?format=json"],"page_no":395,"environments":["Temple","Desert","Urban","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_acolyte/"},{"slug":"aboleth-nihilith","desc":"","name":"Aboleth, Nihilith","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d10+36","speed":{"hover":true,"walk":10,"swim":40,"fly":50},"strength":21,"dexterity":9,"constitution":15,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":8,"wisdom_save":6,"charisma_save":null,"perception":10,"skills":{"history":12,"perception":10},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 20","languages":"Void Speech, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in."},{"name":"Tentacle (Material Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.","attack_bonus":9,"damage_dice":"2d6+5"},{"name":"Withering Touch (Ethereal Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.","attack_bonus":8,"damage_dice":"3d6+4"},{"name":"Form Swap","desc":"As a bonus action, the nihileth can alter between its material and ethereal forms at will."},{"name":"Tail (Material Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"3d6+5"},{"name":"Enslave (3/day)","desc":"The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth."}],"bonus_actions":null,"reactions":[{"name":"Void Body","desc":"The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half."}],"legendary_desc":"A nihileth 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 nihileth regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The aboleth makes a Wisdom (Perception) check."},{"name":"Tail Swipe","desc":"The aboleth makes one tail attack."},{"name":"Psychic Drain (Costs 2 Actions)","desc":"One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."}],"special_abilities":[{"name":"Undead Fortitude","desc":"If damage reduces the nihileth to 0 hit points, 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 nihileth drops to 1 hit point instead."},{"name":"Dual State","desc":"A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet."},{"name":"Void Aura","desc":"The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura."},{"name":"Infecting Telepathy","desc":"If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack."},{"name":"Nihileth's Lair","desc":"on initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.\n\n- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw."},{"name":"Regional Effects","desc":"the regional effects of a nihileth's lair are the same as that of an aboleth, except as following.\n\n- Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected."}],"spell_list":[],"page_no":8,"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_aboleth-nihilith/"},{"slug":"alseid-grovekeeper","desc":"","name":"Alseid Grovekeeper","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"studded leather Armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Quarterstaff","desc":"Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"the grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n\ncantrips (at will): druidcraft, guidance, produce flame, shillelagh\n\n1st (4 slots): animal friendship, cure wounds, faerie fire\n\n2nd (3 slots): animal messenger, heat metal, lesser restoration\n\n3rd (2 slots): call lightning, dispel magic"},{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"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_alseid-grovekeeper/"},{"slug":"arbeyach","desc":"","name":"Arbeyach","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":275,"hit_dice":"22d10+154","speed":{"walk":40,"burrow":20,"climb":40,"fly":80,"hover":true},"strength":22,"dexterity":20,"constitution":25,"intelligence":19,"wisdom":21,"charisma":25,"strength_save":null,"dexterity_save":12,"constitution_save":14,"intelligence_save":null,"wisdom_save":12,"charisma_save":14,"perception":12,"skills":{"deception":14,"insight":12,"perception":12,"stealth":12},"damage_vulnerabilities":"","damage_resistances":"acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"charmed, frightened, poisoned, stunned","senses":"truesight 120 ft., passive Perception 22","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"Arbeyach makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.","attack_bonus":13,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.","attack_bonus":13,"damage_dice":"1d8"},{"name":"Vermin Breath (Recharge 5-6)","desc":"Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"Arbeyach 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. Arbeyach regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Move","desc":"Arbeyach moves up to half its speed, using any movement mode it wishes."},{"name":"Poison","desc":"Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spell (Costs 2 Actions)","desc":"Arbeyach casts a spell."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If Arbeyach fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"Arbeyach has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"Arbeyach's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:\n\nat will: poison spray\n\n3/day each: fog cloud, stinking cloud\n\n1/day each: cloudkill, contagion, insect plague"},{"name":"Fear Aura","desc":"Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours."},{"name":"Aura of Virulence","desc":"Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition."},{"name":"Swarm Prince","desc":"Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil."}],"spell_list":[],"page_no":95,"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_arbeyach/"},{"slug":"baba-yagas-horsemen-black-night","desc":"","name":"Baba Yaga's Horsemen, Black Night","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"Devil sight 120ft, passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Black Night","desc":"The horseman can see perfectly in normal and magical darkness"},{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: ray of frost\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: darkness\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"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_baba-yagas-horsemen-black-night/"},{"slug":"baba-yagas-horsemen-bright-day","desc":"","name":"Baba Yaga's Horsemen, Bright Day","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, poison","condition_immunities":"exhaustion, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":0,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: daylight\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"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_baba-yagas-horsemen-bright-day/"},{"slug":"baba-yagas-horsemen-red-sun","desc":"","name":"Baba Yaga's Horsemen, Red Sun","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate and shield","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":22,"dexterity":11,"constitution":21,"intelligence":16,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"arcana":7,"athletics":10,"history":7,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, lightning, poison","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, poisoned","senses":"passive Perception 18","languages":"Celestial, Common, Infernal; telepathy 100 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available."},{"name":"Lance","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.","attack_bonus":10,"damage_dice":"1d12+6"},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Temporal Strike (recharge 5-6)","desc":"When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day each: continual flame, scorching ray\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)"},{"name":"Magic Resistance","desc":"The horseman has advantage on saving throws against spells and other magical effects."},{"name":"Peerless Rider","desc":"Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage."},{"name":"Quick Draw","desc":"The horseman can switch between wielding its lance and longsword as a bonus action."}],"spell_list":[],"page_no":29,"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_baba-yagas-horsemen-red-sun/"},{"slug":"bandit-lord","desc":"","name":"Bandit Lord","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"any non-lawful","armor_class":16,"armor_desc":"breastplate","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"deception":4,"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The bandit lord makes three melee or ranged attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon."},{"name":"Redirect Attack","desc":"When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":418,"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_bandit-lord/"},{"slug":"beggar-ghoul","desc":"","name":"Beggar Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":30},"strength":10,"dexterity":15,"constitution":10,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Undercommon","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":4,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Savage Hunger","desc":"A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit."}],"spell_list":[],"page_no":221,"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_beggar-ghoul/"},{"slug":"black-knight-commander","desc":"","name":"Black Knight Commander","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":13,"charisma":15,"strength_save":7,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":null,"skills":{"athletics":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any two languages","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The black knight commander makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Lance","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Frightful Charge (Recharges after a Short or Long Rest)","desc":"The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage."},{"name":"Hateful Aura","desc":"The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below)."},{"name":"Magic Weapons","desc":"The black knight commander's weapon attacks are made with magical (+1) weapons."}],"spell_list":[],"page_no":418,"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_black-knight-commander/"},{"slug":"city-watch-captain","desc":"","name":"City Watch Captain","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful neutral","armor_class":17,"armor_desc":"scale mail","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":13,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"one language (usually Common)","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack."},{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Disarming Attack","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain."},{"name":"Orders to Attack (1/Day)","desc":"Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform-and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Tactical Insight","desc":"The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain."}],"spell_list":[],"page_no":419,"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_city-watch-captain/"},{"slug":"devilbound-gnomish-prince","desc":"","name":"Devilbound Gnomish Prince","size":"Small","type":"Humanoid","subtype":"gnome","group":null,"alignment":"any evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":104,"hit_dice":"19d6+38","speed":{"walk":25},"strength":10,"dexterity":14,"constitution":15,"intelligence":16,"wisdom":12,"charisma":22,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":7,"wisdom_save":null,"charisma_save":10,"perception":null,"skills":{"arcana":7,"deception":10,"history":7,"persuasion":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Infernal, Gnomish","challenge_rating":"9","cr":9.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":6,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Banishing Word (1/Day)","desc":"When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage."},{"name":"Infernal Blessing","desc":"The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points."},{"name":"Infernal Tie","desc":"The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence."},{"name":"Innate Spellcasting","desc":"the devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:\n\nat will: detect magic, false life, mage armor\n\n1/rest each: create undead, forcecage, power word stun"},{"name":"Magic Resistance","desc":"The devilbound gnomish prince has advantage on all saving throws against spells and magical effects."},{"name":"Spellcasting","desc":"the devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:\n\ncantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation\n\n5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt"}],"spell_list":[],"page_no":0,"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_devilbound-gnomish-prince/"},{"slug":"dwarven-ringmage","desc":"","name":"Dwarven Ringmage","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"any","armor_class":16,"armor_desc":"breastplate","hit_points":82,"hit_dice":"15d8+15","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":13,"intelligence":18,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":7,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Dwarvish","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The dwarven ringmage makes two melee attacks."},{"name":"Ring-Staff","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dwarven Resistance","desc":"The dwarven ringmage has advantage on saving throws against poison."},{"name":"Ring Magic","desc":"The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell."},{"name":"Ring-Staff Focus","desc":"The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued."},{"name":"Spellcasting","desc":"the mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:\n\ncantrips (at will): fire bolt, mage hand, shocking grasp, true strike\n\n1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave\n\n2nd level (3 slots): misty step, web\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold"}],"spell_list":[],"page_no":420,"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_dwarven-ringmage/"},{"slug":"eater-of-dust-yakat-shi","desc":"","name":"Eater Of Dust (Yakat-Shi)","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":20,"intelligence":10,"wisdom":15,"charisma":17,"strength_save":9,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"athletics":9,"perception":6},"damage_vulnerabilities":"","damage_resistances":"acid, cold","damage_immunities":"bludgeoning, piercing, poison and slashing from nonmagical attacks","condition_immunities":"blindness, lightning, poisoned","senses":"blindsight 60 ft., passive Perception 16","languages":"understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds."},{"name":"Mawblade","desc":"Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.","attack_bonus":9,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n3/day each: freedom of movement, inflict wounds, true strike\n\n1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step"},{"name":"Regeneration","desc":"The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate."},{"name":"Unending Hunger","desc":"An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death."},{"name":"Weapon Bond","desc":"A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell."}],"spell_list":[],"page_no":164,"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_eater-of-dust-yakat-shi/"},{"slug":"elvish-veteran-archer","desc":"","name":"Elvish Veteran Archer","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"chaotic good or chaotic neutral","armor_class":15,"armor_desc":"studded leather","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":11,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":2,"perception":5,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"Common, Elvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The elvish veteran archer makes two melee attacks or three ranged attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Longbow","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Volley (Recharge 6)","desc":"The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast Hunter","desc":"The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts."},{"name":"Fey Ancestry","desc":"The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep."},{"name":"Keen Hearing and Sight","desc":"The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight."},{"name":"Magic Weapons","desc":"The elvish veteran archer's weapon attacks are magical."},{"name":"Stealthy Traveler","desc":"The elvish veteran archer can use Stealth while traveling at a normal pace."},{"name":"Surprise Attack","desc":"If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack."}],"spell_list":[],"page_no":422,"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_elvish-veteran-archer/"},{"slug":"emerald-order-cult-leader","desc":"","name":"Emerald Order Cult Leader","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful neutral or evil","armor_class":14,"armor_desc":"breastplate","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":14,"intelligence":15,"wisdom":20,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":8,"charisma_save":5,"perception":null,"skills":{"arcana":5,"deception":5,"history":5,"religion":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"any three languages","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The Emerald Order cult leader makes one melee attack and casts a cantrip."},{"name":"Mace","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":[{"name":"Esoteric Vengeance","desc":"As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Key of Prophecy","desc":"The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks."},{"name":"Innate Spellcasting","desc":"the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:\n\n2/day each: detect thoughts, dimension door, haste, slow\n\n1/day each: suggestion, teleport"},{"name":"Spellcasting","desc":"the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): cure wounds, identify, guiding bolt\n\n2nd level (3 slots): lesser restoration, silence, spiritual weapon\n\n3rd level (3 slots): dispel magic, mass healing word, spirit guardians\n\n4th level (3 slots): banishment, death ward, guardian of faith\n\n5th level (2 slots): flame strike"}],"spell_list":[],"page_no":421,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_emerald-order-cult-leader/"},{"slug":"fidele-angel","desc":"","name":"Fidele Angel","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":16,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":40,"fly":40},"strength":20,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":5,"intelligence_save":5,"wisdom_save":6,"charisma_save":7,"perception":6,"skills":{"insight":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, cold","condition_immunities":"charmed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Celestial, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack."},{"name":"+1 Longsword (Mortal or Angel Form Only)","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used with two hands.","attack_bonus":9,"damage_dice":"1d8+6"},{"name":"+1 Longbow (Mortal or Angel Form Only)","desc":"Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Beak (Eagle Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Talons (Eagle Form Only)","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechange","desc":"The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form."},{"name":"Ever Touching","desc":"Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally."},{"name":"Innate Spellcasting","desc":"the angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: guidance, light, purify food and drink, spare the dying\n\n3/day: cure wounds, scorching ray (5 rays)\n\n1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good"},{"name":"Magic Resistance","desc":"The angel has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The angel's weapon attacks are magical while it is in eagle form."},{"name":"To My Lover's Side","desc":"If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite."},{"name":"Unshakeable Fidelity","desc":"Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other."}],"spell_list":[],"page_no":21,"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_fidele-angel/"},{"slug":"ghost-knight","desc":"","name":"Ghost Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"half plate","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":8,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":6,"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ghost knight makes three melee attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":6,"damage_dice":"2d4"},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Lance","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d12"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage."},{"name":"Mounted Warrior","desc":"When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails."},{"name":"Turning Defiance","desc":"The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Undead Nature","desc":"A ghost knight doesn't require air, food, drink, or sleep"}],"spell_list":[],"page_no":423,"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_ghost-knight/"},{"slug":"ghostwalk-spider","desc":"","name":"Ghostwalk Spider","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":50,"climb":50},"strength":15,"dexterity":20,"constitution":17,"intelligence":9,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 16","languages":"understands Undercommon but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).","attack_bonus":9,"damage_dice":"2d10"},{"name":"Ghostly Snare (During Ghostwalk Only, Recharge 5-6)","desc":"Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ghostwalk","desc":"As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies"},{"name":"Incorporeal Movement (During Ghostwalk Only)","desc":"The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":361,"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_ghostwalk-spider/"}]}